UI Editor

The UI Editor lets you design the in-game HUD (heads-up display) — the overlay layer that sits on top of the game scene. Use it for health bars, score displays, inventory slots, and action buttons.


Canvas

The UI canvas uses a 1280 × 720 reference resolution. Elements placed here appear at the same relative positions regardless of the player’s actual screen resolution.


Element Types

Type Description
Text A static or dynamic label
Button A clickable button
Image An image from the Assets library
Progress Bar A fillable bar (health, mana, stamina, etc.)
Inventory Slot A slot for displaying held items

Adding an Element

  1. Click + Add Element and choose a type.
  2. The element appears in the centre of the canvas — drag it to position.
  3. Use the properties panel on the right to configure it.

Element Properties

All element types share these base properties:

Property Description
Name Internal identifier
X / Y Position in pixels (top-left of element)
Width / Height Dimensions in pixels
Content Text content or image asset ID
Visible Show or hide at load time
Z-Index Stacking order (higher = in front)

Style Properties

Property Description
Color Text or foreground colour
Background Color Fill colour
Font Size Text size in pixels
Border Radius Corner rounding (pixels)
Border Color Outline colour
Border Width Outline thickness (pixels)
Opacity 0 (transparent) – 1 (opaque)

Tips

  • Combine show_object and hide_object events to toggle UI elements dynamically during gameplay (e.g., show an item icon once it’s collected).
  • Use a Progress Bar element and drive its value via game variables to represent health or progress.
  • Inventory Slot elements provide placeholder cells for an inventory grid — wire them up with events to track which items are held.
  • Set an element’s Visible to false at scene load if it should only appear after a specific event fires.

CAPAB — Click and Point Adventure Builder

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