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Dashboard & Editor Tools

This page is the exhaustive reference for HookUI's Editor windows. If you just want to get a scene running, see the Quick Start Guide instead — this page covers every button and menu in detail.

Opening the tools

  • Tools > HookUI > Dashboard — the ID Database editor, Quick Setup, and framework settings.
  • Tools > HookUI > Flow Editor — the node-based screen flow graph editor.

Dashboard tour

The Dashboard has three sidebar tabs.

Overview

Quick stats (registered Views, Buttons, Components) and the Quick Setup section — see below.

ID Database

A category editor for Views, Buttons, Components, and Signals. Add/remove categories and IDs here; these are the values that populate dropdowns everywhere else in the framework (HookView, HookButton, the Flow Editor's node popups, etc.).

Settings

  • Debug Channels — an enum-flags field controlling which HookUILogChannel categories get logged.
  • Auto Focus HookView on Select in Hierarchy — when enabled, selecting a HookView (or any of its children) in the Hierarchy isolates it in the Scene view and hides every other view. Selecting anything else restores all views. This only affects the Scene view, not runtime state.
  • Maintenance Tools — "Sanitize Database (Remove Duplicates)" and "Force Re-Sync Assets".

Quick Setup section (Overview tab)

Two one-click buttons for bootstrapping a scene. Both are idempotent — safe to click repeatedly — and every object they create goes through Undo.RegisterCreatedObjectUndo, so Ctrl+Z fully reverts them.

Setup Scene for HookUI

Creates whatever's missing from the active scene, skipping anything already present:

  • An EventSystem.
  • A Canvas (Screen Space - Overlay render mode, with CanvasScaler + GraphicRaycaster).
  • A HookUI_System GameObject with a HookUIManager component. If — and only if — the manager itself was just created (i.e. none existed in the scene), a brand-new empty HookUIFlowGraph asset is also created under Assets/HookUI/ and auto-assigned to it.
  • A HookAudioManager GameObject (with an AudioSource).

A summary dialog lists what was created vs. what was already present.

Setup In-App Notifications

Adds the HookInAppNotifications prefab to the scene root. If one is already present in the scene, this doesn't duplicate it — it just selects the existing instance.

Flow Editor toolbar

The toolbar is icon-only, no text labels:

  • Save (floppy disk icon) — serializes the graph view back into the HookUIFlowGraph asset and saves it to disk.
  • Graph asset picker (object field) — swap which HookUIFlowGraph asset is being edited.
  • Minimap toggle — shows/hides the graph minimap.
  • Refresh (reload icon) — reloads the graph view from the currently assigned asset, discarding any unsaved changes in the view.

The window title is "HookUI Flow" and it opens at a minimum size of 800×600.

Flow Editor right-click menu

Right-clicking empty canvas space opens this tree:

Create Node
Screens
Screen View
Flow
Portal Trigger
System
Application Quit
Utils
Sticky Note
  • Screen View — creates a screen node representing a HookView. Has one In input port and one dynamically-added output port per transition.
  • Portal Trigger — creates a portal node. See Portals under Core Concepts for the full picture.
  • Application Quit — creates a node that quits the application (or stops Play Mode, in the Editor) when the flow reaches it.
  • Sticky Note — creates a free-form comment box on the canvas. Doesn't affect the graph's logic.

Port names reference

NodePortDirectionNotes
Start"Start"OutputSingle port, single connection. Fixed node, always present, not deletable.
Screen"In"InputAccepts multiple incoming connections.
Screen(button ID)OutputOne port per registered transition, added via "+ Add Transition". Each is named from a dropdown of registered Button IDs and has an inline "x" delete button.
Portal"Next"OutputFires when the portal is triggered.
Quit"In"InputReaching this node quits the app / exits Play Mode.