Documentation category

UI

The UI category is where the systems become readable to the player. Hyper gives you the gameplay infrastructure, but the player experiences it through menus, HUD widgets, prompts, radial menus, icons, build menus, inventory panels, and session screens. This is the layer that turns technical state into something usable.

What This Enables

  • Main menus, host/join flows, HUDs, prompts, radial actions, build menus, and gameplay-facing overlays.
  • UI that reads from real game systems instead of being a disconnected mockup.
  • Replaceable visuals, project-specific styling, and widget structures that can be adapted without throwing away the underlying logic.

Working Advice

  • Make the system work first, then make it beautiful. Debugging a pretty widget connected to the wrong data is pain with nicer fonts.
  • Keep project styling in child widgets and visual overrides where possible.
  • Test UI in the same input mode the player will use: mouse, controller, keyboard, or mixed game/menu focus.