Hook UI is a visual, node-based UI navigation system for Unity that replaces tangled SetActive() calls, string literals, and manually-wired events with a professional Graph Editor.UI-only package (uGUI + UI Toolkit) with no shaders or render-pipeline-specific code — fully compatible with Built-in, URP, and HDRP out of the box. Hook UI is built for teams who are tired of managing menu flow through scattered SetActive() calls, hardcoded string IDs, and Inspector-wired events that silently break the moment someone renames a GameObject. Instead, every screen, button, popup, and transition becomes a node in a visual Graph Editor — the same mental model already used for shader graphs or animation state machines, applied to UI navigation. Everything is data-driven and Inspector-configurable: animations come from a swappable preset library, IDs are validated and autocompleted, and audio/visual feedback is assigned through reusable profile assets. Nothing about the system assumes a specific art style or genre — it manages flow, not look, so it drops cleanly into a mobile hyper-casual game, a narrative RPG's menu stack, or a full desktop UI without fighting your existing visual design. Mixing classic Canvas (uGUI) and UI Toolkit views — even in the same flow graph — is fully supported, so teams mid-migration between the two don't have to choose one before adopting Hook UI. Requirements & Dependencies- Unity 2022.3 LTS or newer- TextMesh Pro (auto-installed via Package Manager; import the TMP Essentials resources on first use)- UI Toolkit support uses Unity's built-in UI Toolkit package (included by default in 2022.3+) — no separate install needed- The visual Graph Editor is built on Unity's native GraphView framework; no third-party editor tooling required- No external/third-party plugins, no networking or IAP, no platform-specific native code — works on any platform Unity itself targets- Visual Flow Graph Editor — wire Screens, Portals, and Quit nodes, with reroute/connection nodes for keeping large graphs tidy- Centralized ID Database — every View, Button, Signal, and Component ID is validated against a single source of truth, with Inspector autocomplete and duplicate-ID warnings (no magic strings)- Mixed rendering — combine classic Canvas (uGUI) screens and UI Toolkit views in the same flow graph- Decoupled Signal system — a lightweight pub/sub event bus so game logic never needs a direct reference to whatever screen triggered it- Built-in animation system — data-driven Show/Hide transitions with a 20+ preset library, fully Inspector-configurable- Audio profiles — per-button and per-view hover/click/show/hide sounds, no scripting required- In-App Notifications — a ready-made modal popup system that ships as a drag-in prefab- Prompt System — configurable Info / Decision / Complex prompt flows for confirmations and choices- Automatic navigation history — back-navigation and portal jumps between unrelated screens handled for you- Safe Area support out of the box- Full sample scene included (DemoLab), opt-in via Package Manager- Fully documented, with tutorials and API reference at hookui.jsonproductions.comAI tooling was used as a coding aid during development (accelerating boilerplate, refactors, and documentation drafts), with every change reviewed, tested, and ultimately authored/approved by a senior programmer. No AI-generated code was merged without human review, and the resulting package reflects deliberate architectural decisions made by that reviewer, not unsupervised AI output.


