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.💬 Join the AnkleBreaker Community! 💬Got a question, feedback, or a feature you'd love to see? Join our Discord - we actively improve our assets based on your input, and it's where we drop our latest announcements and run giveaways.👥 Discord: 👉 https://discord.gg/2D36VUmsYN🌐 Website: 👉 https://anklebreaker-consulting.com🌀 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.🆕 New 1.2 version released 🆕⚙️ 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.Setup - import this package, then click Install in the Dependencies window that opens. The free AnkleBreaker packages install themselves through Unity's Package Manager, which needs Git installed on your computer to install them in one click.🪄 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. They work with the Input System, the legacy Input Manager or both at once, and each click acts once. 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 (optional): 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, 58 documentation pages.Automated runtime tests included. Tested Unity versions, dependencies and test counts are in the Technical details.🛠️ And also quality & productivity tools for Save Systems, Character Customization, Ballistic Systems, Popups & Notifications, Minimaps, Maps & Compasses, and more.Unity: Unity 6. Tested on 6000.0, 6000.3, 6000.5 and 6000.6.Render pipelines: Built-in, URP and HDRP, tested on 6000.0. The same demo scenes work in all three, with no pipeline setup.Git: required to install the free dependencies in one click. Free, installed once: git-scm.com/downloads. Without Git you install them by hand.Required (free): AnkleBreaker Core and AnkleBreaker UniversalTypes (GitHub), Input System and Unity UI / TextMeshPro (Unity registry), all installed from the Dependencies window.Optional: Unity Localization or I2 Localization for localized labels.Input: 4 providers (Mouse, Gamepad via Input System, Touch, Legacy), each toggleable at runtime and extensible. Active Input Handling: New, Legacy or Both.Model: a Data asset holds the content, a Style asset the look; one line of code opens any menu, and runtime edits never change your assets.Style: 18 sections, 10 AAA-inspired presets and 5 navigation variants.Navigation: PrevNext, SubMenuRing and Replace, with optional BACK, depth cap and pagination.Samples: 3 demo scenes, a drop-in prefab, 7 menu data sets and about 60 icons.Tests: 258 automated runtime tests (226 under Legacy-only input), run with the Test Framework package.Documentation: illustrated PDF User Guide (58 pages), in-editor documentation and an agent guide (SKILL.md) for AI coding assistants.Source: full C# source included.Known limits: background blur is not implemented; tests and builds were run on Windows.




