Game UI

HUD, 인벤토리, 메뉴와 오버레이를 작업과 입력의 관점에서 탐색하세요.

GitHub에서 원문 보기 ↗새 탭
원문 가이드 ENGLISH

Game UI owns engine-neutral guidance for game-interface purpose, presentation, screen hierarchy, and evidence records, plus named engine implementation guides.

Scope Boundary

In scope: player-task classification, screen and overlay hierarchy, reusable reference metadata, state coverage, cross-engine comparison vocabulary, and engine-specific implementation guidance.

Out of scope: reusable Layout CSS, universal visual prescriptions, and treating one engine's scene graph or API as a cross-engine requirement.

Evidence And Research Boundary

The player-task classes and classification axes are a local taxonomy proposed for StyleGallery review, not Interface In Game's universal ontology.

Interface In Game was reviewed on 2026-07-14 through its home page, games index, and representative records for Team Fortress 2, Genshin Impact (Mobile), and Gris. In this bounded sample, the site exposed site-local facets such as Genres, Themes, and Platforms, while screenshots used Elements. The sample informs the local separation of player task from other axes; it does not cover the archive or establish the site's full information model.

Start Here

Task Route
Choose by player task and ownership. Game UI Decision Tree
Compose all ten player-task classes with failure cases. Game UI Screen Recipes
Record input, state, hierarchy, and teardown evidence. Game UI Verification Workflow

These workflows and worked cases are usable experimental guidance. Expected-result tables are test designs; actual product, engine, and reader evidence must be recorded separately. Review on a failed task, a source change, or a changed ownership contract.

Available Guides

  • Game UI Classification separates player purpose from visual language, input, state, and motion.
  • Game UI Screen Hierarchy defines engine-neutral layers from application shell to atomic control.
  • Game UI Reference Record provides the minimum evidence schema for gallery entries.
  • Unity UI Architecture maps the hierarchy roles to Unity Scenes, Canvas layers, prefabs, runtime instances, input, and motion ownership.
  • Unity UI Systems compares uGUI, UI Toolkit, and NGUI ownership and capability shapes at pinned sources.
  • Unity CLI Loop defines a source-pinned command loop for Unity UI inspection and stack-specific interaction evidence.
  • Unity Repository Map maps the public Unity-Technologies repository snapshot by UI relevance, authority, and lifecycle.
  • Unity Organization Compressed Wiki routes all 804 captured public repositories through a tracked inventory and bounded exclusive clusters.

Domain Contract

Game UI describes interface purpose, screen composition, and how named engines can realize that model. Platform Guides cover non-game platform conventions; Layout owns portable spatial patterns.

IA Navigation

Parent: StyleGallery. Next: Game UI Decision Tree.