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🎮 Zion Console Menu

A complete, controller-ready UI Toolkit menu foundation for Unity 6.

User Guide

Main Components

ZionMenuManager

Registers menu screens, controls navigation history and manages pause sessions.

Standard screen identifiers include:

  • main
  • settings
  • credits
  • pause
  • controls

ZionGameFlowBridge

Provides optional built-in scene loading or UnityEvent-based integration for:

  • New Game
  • Continue
  • Resume
  • Return to Main Menu
  • Loading progress
  • Transition failure

ZionMainMenuScreen

Owns the Main Menu controls and provides the recommended connection point for Continue availability.

SetContinueAvailable(bool available)
SetContinueAvailable(int availableSlotCount)
SetContinueLabel(string label)
RefreshContinueState()

ZionVirtualCursor

Uses the left stick to control a cursor that renders above the menu screens.

Keep its UIDocument sort order above the rest of the UI. The recommended value is 100.

ZionInputPromptController

Switches prompt text automatically when the active input device changes between keyboard, mouse and gamepad.

ZionSettingsMenuScreen

Provides audio and display settings. Long settings screens can be scrolled with the right stick or triggers while the left stick remains reserved for the virtual cursor.

ZionInputRebindService

Uses the New Input System interactive rebinding API and stores binding overrides persistently.

Audio Settings

The AudioMixer bridge expects the following exposed parameters unless they are renamed in the Inspector:

  • ZionMasterVolume
  • ZionMusicVolume
  • ZionSfxVolume

Music AudioSources should normally output to the Music mixer group. UI and gameplay effects should output to SFX. Both groups should be children of Master.

Display Settings

Desktop display options include:

  • Display mode
  • Resolution
  • Refresh rate
  • VSync
  • Reset to defaults
Test fullscreen modes and resolution changes in a standalone build. The Unity Editor is not authoritative for desktop display behaviour.

Input Rebinding

The Controls screen can expose suitable keyboard and gamepad bindings from your Input Action Asset.

The Zion demonstration intentionally avoids rebinding stick-based Navigate controls because:

  • The left stick controls the virtual cursor.
  • The right stick scrolls long screens.

D-pad and keyboard Navigate, Submit, Cancel and Pause actions remain suitable for interactive rebinding.

Default Controller Behaviour

Control Default purpose
Left stick Virtual cursor
Right stick Scroll long screens
LT / RT Scroll long screens
D-pad UI navigation
A / Enter Submit
B / Escape Cancel or Back
Start / Pause action Open the Pause Menu