Unity's UI Toolkit is built for laying out UI, but it stops there — it has no screen manager, no transitions between screens, and no focus handling for keyboard or gamepad. FlowKit adds all of that on top: a screen navigation stack, transition assets, and focus that works with mouse, keyboard and gamepad.
List your screens in one asset, wire the buttons in the Inspector, press Play.
Screen flow
- One FlowDefinition lists every screen (a name and a UXML).
- A real navigation stack: Push, Pop, Back, Show, Replace, ClearTo.
- Buttons wired with an Inspector component — no flow code.
Keyboard and gamepad focus
- Stick and d-pad move focus, A selects, B or Esc goes back.
- A visible focus ring follows the selection; lists scroll to keep it on screen.
- Focus stays inside an open modal and never gets trapped.
- Works on mouse, keyboard and gamepad, on both input backends.
Transitions
- Eight presets (fade, slide, scale, cascade), or make your own — duration, easing, child stagger. Interruptible: switching mid-animation never desyncs.
Modals and dialogs
- await Flow.Confirm / Alert / Prompt, or your own UXML dialogs.
- Modal overlays with a focus trap, a priority popup queue, and non-blocking toasts.
Async screens
- Load data before a screen appears: the previous screen stays under a dimmed loader, then the new one reveals already filled. Esc cancels cleanly.
Also included
- Tab groups that keep their state (Q/E or gamepad shoulders).
- UnityEvent hooks for screen lifecycle.
- An F8 debug overlay: screen stack, modals, queue, focus, recent events.
- A visual Flow Map editor that wires buttons by dragging.
Works with any UXML — your own layouts, sprite-based art, or a component kit. Three self-contained demo scenes are included: plain UXML, a USS-styled skin, and a 9-sliced sprite skin.
Requires Unity 6 or newer. No dependencies. Built-in, URP and HDRP.
Pairs well with MinimalUIKit (sold separately) if you want ready-made themeable components.
Support and docs: coldforge.dev@gmail.com