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UI Toolkit: Element Library preview
Unity

UI Toolkit: Element Library

By KrookedLilly

$50

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $50. The latest store price is $50, matching the lowest recorded price shown here.

Recorded prices for UI Toolkit: Element Library 2 price observations from Jul 22, 2026 to Oct 31, 2026. Lowest recorded price $50. Exact dates and prices are listed below. $0.00 $25.00 $50.00 Jul 22, 2026: $50. Unity First Price 2026-07-22 2026-07-29 Oct 31, 2026: $50. Latest store price Jul 22, 2026 Oct 31, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 2 recorded prices
Recorded standalone asset prices in USD
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$50Latest store price
$50Unity First Price 2026-07-22 2026-07-29

Sale and bundle history

The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About UI Toolkit: Element Library

  • Art & Visuals > UI & GUI
UI Toolkit gives you Button, Toggle, Slider, and a handful of primitives. Everything past that - a star rating, a tag input, a color picker, a swipeable bottom sheet, a reorderable list, a context menu with submenus - you build yourself, control by control, and then maintain. Element Library is the missing standard library for Unity 6+: more than thirty-five finished VisualElement controls that drop into UI Builder, respond to keyboard and gamepad, fire clean change events, and run with zero steady-state allocations.

These are not skinned demos. Each control has a tested logic core (gesture thresholds, hit-tests, masking math) separated from its view, BEM-named USS hooks for restyling, [UxmlElement] attributes so it shows up in UI Builder with an inspector, and graceful disabled-state handling. Open a component, drop it in a UXML file or new it up in C#, wire one event, and ship.

More than thirty-five controls, one import.

Inputs and forms: NumberStepper, QuantityStepper, RangeSlider (dual-handle), Rating (half-steps), PinInput / OTP, MaskedInput (phone, date, SSN), SearchBar (debounced), TagInput, Autocomplete, MultiSelectDropdown, and ColorPicker (HSV/RGB/hex, standalone; sharper gradients with Visual Styling). Data display: Avatar (initials fallback + status), Badge, NotificationBadge, ProgressRing, StatusIndicator, Card, SkeletonLoader, StatCard, EmptyState, Tooltip. Layout and navigation: Accordion, Pagination, BreadcrumbNav, WizardStepper, TabBar (closeable, reorderable), ResizableSplitter, ScrollSnap, SegmentedControl, Popover, ContextMenu. Mobile and gesture: BottomSheet with drag, snap points, scrim tap-to-close, and elastic overscroll. SideDrawer with edge-swipe reveal and drag-to-close. PullToRefresh that fires an async callback. SwipeActions that reveal leading and trailing buttons. A FloatingActionButton with speed-dial and auto-hide-on-scroll. These are the interactions players expect from a modern app, implemented as real gesture handlers - not CSS approximations.

Clean events, no polling. Interactive controls expose plain event Action members - ValueChanged, SelectionChanged, and friends - that fire only on a genuine change, never per frame. Debounce, shimmer, and animation all run on UI Toolkit's scheduler and pause when an element leaves the panel, so nothing ticks in the background.

Effects when you want them, plain when you don't. Badge, RangeSlider, SkeletonLoader, and ColorPicker render gradients standalone (baked texture, Unity 6000.0+) and sharpen to Painter2D mesh quality when the Visual Styling asset is installed. Card, Avatar, and StatusIndicator add soft drop shadows and glows with Visual Styling and fall back to flat rendering without it. ProgressRing renders gradient arcs natively via Unity 6.3's vector API; on 6.0-6.2 a gradient ring falls back to a solid stroke. No integration is required for any of these controls to be fully functional.

Authorable in UI Builder. Every control is a [UxmlElement] with kebab-case attributes, so it appears in UI Builder's library, drops onto the canvas, and exposes its properties in the inspector - allow-half, low-value, max-tags, and the rest. Author your screen visually, or build it entirely in C# with the same public API. No code-gen step, no custom importer.

Built for keyboard and gamepad. Roving Tab / Shift+Tab focus, arrow-key navigation, Enter/Space activation, and Escape-to-dismiss on every overlay - not bolted on, but designed in. Controls blur focus and short-circuit input when disabled in the hierarchy, so a greyed-out field never eats a keypress. The focus model is ready for the KrookedLilly Focus & Navigation asset to add full D-pad and stick navigation on top.

Mobile patterns UI Toolkit doesn't ship. BottomSheet with drag, snap points, scrim tap-to-close, and elastic overscroll. SideDrawer with edge-swipe reveal and drag-to-close. PullToRefresh that fires an async callback. SwipeActions that reveal leading and trailing buttons. A FloatingActionButton with speed-dial and auto-hide-on-scroll.

A demo for every control. Every component ships a demo that instantiates it and exercises every interaction in Play mode - drag the splitter, swipe the row, open the context menu's submenus, snap the carousel. Every control has a ready-to-open Play-mode scene. Run one to see exactly how a control behaves before you wire it into your project.

Full C# source, no DLLs. XML documentation on every public API, and a tested logic layer you can read and extend. Components work against the stock UI Toolkit module - no forced package upgrades, no external dependencies, no popups or login on import.

Unity price last checked .

Prices and availability may change.