Settings Menu & Persistence Generator
Categories, PlayerPrefs/JSON/SO — schema, keys registry, storage stub, migration notes, UXML outline.
Pick screen presets and export a flow map plus JSON and C# router notes.
Describe your stack and screens; download Markdown, JSON, and stub snippets for your UI approach.
Starter structure only — replace placeholders with your production UI and input actions.
{
"screens": [
{
"id": "MainMenu",
"route": "mainmenu",
"layer": "fullscreen"
},
{
"id": "Pause",
"route": "pause",
"layer": "fullscreen"
},
{
"id": "Settings",
"route": "settings",
"layer": "fullscreen"
},
{
"id": "HUD",
"route": "hud",
"layer": "overlay"
}
],
"sceneModel": "single_bootstrap",
"uiTech": "uitk"
}<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements">
<Style src="theme-base.uss" />
<ui:VisualElement name="root" class="screen-root">
<ui:Label text="MainMenu" class="h1" />
<!-- Focus order: set tabindex / navigation in C# -->
</ui:VisualElement>
</ui:UXML>Loading interactive tool…
Categories, PlayerPrefs/JSON/SO — schema, keys registry, storage stub, migration notes, UXML outline.
Field list → ViewModel, Binder, UXML placeholders, BindingNotes.md for Unity 6 runtime binding.
Footsteps, hit frames, VFX… → AnimationEventId enum, bus + receiver stubs, marker naming guide.
VN/RPG/barks → dialogue-schema.json, C# node/runner stubs, sample YAML, localization key plan.
Game type, repo, UI stack → FolderTree.txt, CONVENTIONS.md, .gitignore starter, packages list.
GitHub Actions, GitLab, Jenkins, Azure Pipelines, CircleCI, Bitbucket — per-host YAML, matrix targets, cache & secrets notes.