Visual Flow Graph
Wire your entire menu flow — screens, portals, quit nodes — in a node editor instead of a maze of SetActive() calls scattered across the codebase.
No Magic Strings
Every View, Button, Component and Signal ID is validated against a central Database asset, with autocomplete dropdowns and duplicate-ID warnings right in the Inspector.
Decoupled Signals
HookSignalHub lets any script react to game events without a direct reference to whatever screen triggered them — perfect for gold-updated, item-bought, achievement-unlocked style events.
Canvas + UI Toolkit
Mix classic Canvas-based screens and UGUI's newer UI Toolkit views in the same flow graph — HookUIManager drives both through one shared interface.
In-App Notifications
A ready-made modal popup system — simple info, confirm/cancel with lambdas, or a fully custom PromptData builder with icon and callbacks — ships as a drag-in prefab.
Built-in Animation System
Data-driven Show/Hide transitions (fade, scale, slide, rotate) with reusable presets you can author once and drop onto any screen or button.
Available on the Unity Asset Store
Download it from the Asset Store, open Window → Package Manager → My Assets, click Import — that's the whole install. No git URL, no manual file copying, no dependencies to chase down.
Download → Import → done.
Real HookUI code, not pseudocode
Modal popups in 4 lines
var data = new PromptData("Purchase", "Buy Sword?")
.WithIcon(swordSprite)
.WithPrimaryText("Buy ($50)")
.WithSecondaryText("Leave");
data.OnPrimary = TryBuy;
HookInAppNotifications.Show(data);
Decoupled events
// Anywhere in your game - no direct screen reference needed
HookSignalHub.Send("OnGoldUpdated");
// On a HookSignalListener component
public void OnGoldUpdated() => _goldLabel.text = $"{_gold}g";