Design stunning Radial Menus, restyle them in one click from 10 AAA-inspired presets, and open and edit any menu at runtime with a single line of code.🌀 Build the Wheel Menu Your Game Deserves 🌀Stop wiring radial menus by hand on the Canvas.Stop rebuilding your whole UI every time the art direction changes.Stop fighting uGUI for a clean layout that survives a resolution change.Radial Menu Toolkit lets you author a wheel visually, restyle it in one click, and open it at runtime with a single line of code. Pure UI Toolkit under the hood: no canvas hacks, no pipeline lock-in.⚙️ Requirements ⚙️Unity 6+. Built-in, URP and HDRP are all supported with no setup, because UI Toolkit is render-pipeline agnostic. There are no separate versions to maintain. No manual setup.🪄 Radial Architect: Author Without Play Mode 🪄The Radial Architect editor window is your cockpit: three tabs (Data, Style, Config) and a live, interactive preview that updates as you drag every slider. Build the wheel, fill labels and icons, tune the look, and see the result instantly with no play-mode round-trips.🎨 18 Style Sections, Every Pixel Is Yours 🎨A single RadialMenuStyleSO drives the whole look through 18 dedicated sections, grouped into Layout, Slots, Center, Pointer, VFX and Behavior:Geometry and Wedges: radius, gaps, angles, donut or pie.Option Background, Icon, Count Badge, Multi-Indicator, External Labels: per-slot visuals.Center Info and Center Multi-Option: a composed center stack with icon, title, divider, description and badges.Pointer: free-aim reticle, snapped needle, multiple pointer layers.Animation, Overlay, Drop Shadow, Backing Ring, Frame, External Screen-Space UI: polish and framing.Navigation and Pagination: the behavior of the wheel itself.Duplicate the preset closest to your art direction and retune it. You never start from a blank style.🕹️ 10 AAA-Inspired Presets 🕹️Ship-ready looks you can open, learn from and adapt. Each one is a real Style asset, nothing is hard-coded:Survival wheel, Battle Royale Wheel, Mobile, Arcane / Hextech, Neon / Cyberpunk, Mystic, Glass and Minimalist.🧭 3 Navigation Modes for multioptions 🧭PrevNext: cycle options in place.SubMenuRing: fan sub-options into a concentric outer ring.Replace: drill into nested menus like a classic radial.Auto-injected BACK option, a configurable depth cap, and native multi-page pagination for large wheels.🎮 Multi-Input Out of the Box 🎮Mouse, Gamepad (Input System), Touch and Legacy providers, each a drop-in MonoBehaviour you can toggle at runtime. Device-aware input glyphs swap key and button sprites automatically. Need something custom? Roll your own from the provider base class in minutes.⚡ Runtime API and Event Bus, No Singletons ⚡Drive everything through one static facade: RadialMenu.Show(MyMenus.Weapons).Add, Edit, Remove or Clear options at runtime, and your authored asset is never mutated. React to picks through the RadialMenuHandlerData event bus and dispatch by OptionKey, identical in single-player and networked code.Nothing is a singleton, so any number of wheels coexist, each routing by its own Id.🚀 Why Radial Menu Toolkit? 🚀Pure UI Toolkit: no uGUI, no Canvas, no pipeline coupling.Author visually, validate instantly: the live preview kills play-mode round-trips.One Data, any look: swap the Style asset and the same wheel becomes Apex, Fortnite, or your own brand.Event-driven by design: a clean HandlerData bus instead of singletons, so it drops straight into networked projects.🎯 Made for Every Genre 🎯Shooter and Battle Royale: weapon and emote wheels with a free-aim pointer and keybind badges.RPG and Action: spell and ability wheels with nested sub-menus and a composed center stack.Survival and Crafting: quick-craft donuts with Q/E badges and runtime content.MOBA and Strategy: communication and ping wheels with external labels.Social and Party: emote and reaction wheels, gamepad first.Any art style: from frosted glass to dashed-ring minimalist.📦 What's in the Box 📦Radial Architect editor window (Data, Style, Config) with a live interactive preview.18-section Style system, 10 AAA-inspired presets and 5 navigation-variant presets.Handle Localization(optionnal): Unity Localization, I2Localization4 input providers (Mouse, Gamepad, Touch, Legacy), an extensible provider base class and a device-aware glyph set.Static RadialMenu API, RadialMenuHandlerData event bus and RadialMenuRegistry.Drop-in RadialMenu prefab.3 sample scenes (GameInspired showcase, Multi-Options navigation, Runtime Editor).Illustrated PDF User Guide, 55 documentation pages.173 NUnit tests covering the runtime.💬 Community & Support 💬🌐 Website: https://www.anklebreaker-studio.com🟪 Discord: https://discord.com/invite/2D36VUmsYN (help, feedback, feature requests)Made with care by AnkleBreaker Studio.UI Toolkit end to end (UXML and USS, runtime and editor), no uGUI or Canvas. Render pipelines: Built-in, URP and HDRP with no setup (render-pipeline agnostic, no separate versions).Dependencies: one-click Dependencies Installer on import. From Git: com.anklebreaker.core (lifecycle and HandlerData base) and com.anklebreaker.utils-universaltypes (UniversalString localization). Unity built-in: TextMeshPro, Input System, UI Toolkit.Code: 6 asmdef under AnkleBreaker.RadialMenu (plus .Editor, .Editor.Welcome, .Installer.Editor), ~51 runtime and ~38 editor C# scripts.Editor: Radial Architect window (Tools > AnkleBreaker > Radial Architect) with Data, Style and Config tabs, a live interactive preview, and custom inspectors per asset.Style: RadialMenuStyleSO with 18 sections (Layout, Slots, Center, Pointer, VFX, Behavior): Geometry, Wedges, Option Background, Icon, Count Badge, Slot Multi-Indicator, External Labels, Center Info, Center Slot Options, Pointer, Animation, Overlay, Drop Shadow, Backing Ring, Frame, External Screen-Space UI, Navigation, Pagination.ScriptableObjects: RadialMenuDataSO (content), RadialMenuStyleSO (look), RadialMenuConfigSO (project tuning), RadialMenuInputGlyphSetSO (device-aware glyphs).Navigation: 3 modes (PrevNext, SubMenuRing, Replace) with auto-injected BACK, configurable depth cap and multi-page pagination.Input: 4 providers (Mouse, Gamepad via Input System, Touch, Legacy), each a runtime-toggleable MonoBehaviour, extensible via RadialInputProviderBase.Runtime API: static RadialMenu facade (Show/Hide, Add/Remove/Clear/SetRootOptions, Set/GetSelectedOption, SetHoveredAtAngle/ConfirmHovered, SetProviderEnabled); authored assets are never mutated.Architecture: event-driven, no singletons. RadialMenuHandlerData event bus and RadialMenuRegistry; multiple RadialMenuManager instances coexist, routed by menu Id; identical single-player or networked. Renderers are pure UI Toolkit VisualElements, vector-drawn and resolution-scaled.Content: drop-in RadialMenu prefab and 3 example rigs, 3 sample scenes (GameInspired, MultiOptions, RuntimeEditor), 10 preset styles and 5 navigation variants, 7 data wheels, ~60 icons.Unity: 6 (6000.x) and newer. Earlier versions may works but we can't garrantee all the features.Tests and docs: 173 NUnit tests across 16 fixtures; illustrated PDF User Guide, Markdown version and Examples README.


