Skip to content

A Unity package for managing hierarchical menu navigation with history tracking, input system integration, and automatic UI element selection.

License

Notifications You must be signed in to change notification settings

Tirtstan/Sentinal

Repository files navigation

Sentinal - Unity Menu Navigation & UI Selection System

A Unity package for managing hierarchical menu navigation with history tracking, input system integration, and automatic UI element selection. Perfect for game menus, settings panels, and any UI that requires structured navigation flow.

Note

This does not replace UGUI's navigation system.

QUICK START

Install via git...

Package Manager > Add/Plus Symbol > Install package via git...

https://github.com/Tirtstan/Sentinal.git

Set Up

Tip

Use the provided Sentinal prefab from the samples for quick setup.

  1. Add the Core Manager: Place the SentinalManager singleton component in your scene.
  2. (Input System) Add helpers: On the same GameObject as SentinalManager, add:
    • ViewDismissalInputHandler (Cancel/Back + refocus)
    • ActionMapManager (optional, for action map overlays)
  3. Setup Menu Views: Add ViewSelector components to your active toggling menu GameObjects.
  4. (Input System) Per-view input: Add ViewInputSystemHandler alongside ViewSelector on views that need input gating and/or action map changes.

Note

Input System features require the Unity Input System package in your project.

Important

The SentinalManager component is required for this package to work. View tracking is triggered by GameObject activation/deactivation (OnEnable/OnDisable).

FEATURES

Core Navigation

  • Menu/View Tracking: Navigate through multiple menus with automatic history tracking.
  • Priority-Based Focus: Views are focused based on priority (higher priority first), with recency as tie-breaker.
  • UI Selection: Auto-selection of UI elements with memory of last selected items.
  • Root Views: Views that don't get auto-closed and have special permissions around being closed; can still be hidden (rootView).
  • Exclusive Views: Views that close all other views (except root views) when opened.

Input System Integration

  • Action Map Overlays: Intelligent action map management that tracks enabled/disabled maps per view.
  • Per-View Input Gating: Enable/disable input for specific views based on focus.
  • Single or Multi-Player: Support for single PlayerInput or apply to all players simultaneously.
  • Efficient Switching: Recomputes action maps when switching between menus, not just on close.
  • Configurable Actions: Customisable input actions for canceling and re-selecting.
  • Default Action Maps: Configure action maps to apply when no non-root views are open (e.g., gameplay maps when only HUD/main menu is visible).
  • Flexible Action Map Configuration: Use ActionMapConfig to specify both action map names and their enabled/disabled state for when views are enabled or disabled.
  • Dual Event System Support: Supports both C# Events (InvokeCSharpEvents) and Unity Events (InvokeUnityEvents) notification behaviors on PlayerInput.

CORE COMPONENTS

SentinalManager (Singleton Manager)

The central manager that handles all view/menu navigation logic and maintains the view stack.

Sentinal Manager component.

Public API:

  • CloseCurrentView() - Close the focused view in the stack.
  • CloseAllViews() - Close all views (optionally excluding root views).
  • TrySelectCurrentView() - Attempt to select the focused view's UI element.
  • AnyViewsOpen - Check if any views are currently open.
  • CurrentView - Get the currently focused view selector (priority + recency).
  • MostRecentView - Get the most recently opened view selector.

Events:

  • OnAdd - Fired when a new view is added to the stack.
  • OnRemove - Fired when a view is removed from the stack.
  • OnSwitch - Fired when switching between views.

ViewSelector (Menu Component)

Add this to any GameObject that represents a menu or navigable view. One that will be SetActive(bool).

View Selector component.

Properties:

View
  • priority - Focus priority (higher values get focus first; equal priority uses recency).
  • firstSelected - The GameObject to auto-select when this view becomes active.
  • rootView - Root view: does not get auto-closed, has special permissions around being closed; can still be hidden (e.g. main menu, HUD).
  • exclusiveView - Close all other views (except root views) when this view opens.
  • hideOtherViews - Temporarily hide other views while this view is open.
  • trackView - Whether to include this view in the navigation history stack.
Selection
  • preventSelection - Prevent automatic selection (useful for input-only views).
  • autoSelectOnEnable - Automatically select the first element when the view is enabled.
  • rememberLastSelected - Remember and restore the last selected UI element.
Input
  • (Input System) Add ViewInputSystemHandler on the same GameObject to gate input and/or apply action maps.

ViewDismissalInputHandler (Input System: Dismiss + Refocus)

View Dismissal Input Handler component.

Listens for two Input System actions:

  • Cancel/Back → SentinalManager.Instance.CloseCurrentView()
  • Focus → SentinalManager.Instance.TrySelectCurrentView()

Recommended placement: same GameObject as SentinalManager.

ViewInputSystemHandler (Input System: Per-View Input + Action Maps)

View Input System Handler component.

Per-view handler that can:

  • Enable/disable “input enabled” state depending on whether the view is the current view (InputOnlyWhenCurrent).
  • (Optionally) Apply action map changes when enabled or disabled.

Key fields:

  • inputOnlyWhenCurrent (default true)
  • viewSelector (optional, but required if inputOnlyWhenCurrent is true)
  • playerInput / playerIndex
  • applyToAllPlayers
  • onEnabledActionMaps - Action maps to configure when this handler is enabled (view is active). Each entry specifies the action map name and whether to enable or disable it.
  • onDisabledActionMaps - Action maps to configure when this handler is disabled (view is inactive). Each entry specifies the action map name and whether to enable or disable it.

ActionMapManager (Input System: Global Action Map Coordinator)

Action Map Manager component.

Singleton that tracks and manages action map overlays across views using ViewInputSystemHandler configuration. Recomputes on view focus changes and restores previous state correctly.

Key features:

  • Default Action Maps: Configure action maps to apply when no non-root views are open (controlled by useDefaultActionMaps toggle).
  • Action Map History: Tracks the latest action map state per view selector (source); the same selector overwrites its previous entry. Editor shows one row per view with player index, action type (Enable/Disable/Restore), and map names.
  • Automatic Restoration: Restores action maps to their previous state when views are closed or disabled.

Configuration:

  • useDefaultActionMaps - If true, applies defaultActionMaps when no non-root views are open. If false, uses current in-memory state.
  • defaultActionMaps - Array of ActionMapConfig entries specifying which action maps to enable/disable when only root views are open.

USAGE EXAMPLES

Basic Menu Setup

// Your menu GameObject needs:
// 1. ViewSelector component
// 2. Enable/Disable the GameObject to open/close menus

// Open a menu
menuGameObject.SetActive(true); // Automatically tracked by SentinalManager (if ViewSelector is present)
// OR
viewSelector.Open();

// Close current menu
SentinalManager.Instance.CloseCurrentView();

// Close all menus
SentinalManager.Instance.CloseAllViews();

Custom Closeable Menu With ICloseableView

[RequireComponent(typeof(ViewSelector))]
public class CustomMenu : MonoBehaviour, ICloseableView
{
    [SerializeField] private Animator menuAnimator;

    public void Close()
    {
        // Custom close logic (animations, save data, etc.)
        StartCoroutine(CloseWithAnimation());
    }

    private IEnumerator CloseWithAnimation()
    {
        menuAnimator.SetTrigger("CloseMenu");
        yield return new WaitForSeconds(0.3f);
        gameObject.SetActive(false);
    }
}

Event Handling & Stack Monitoring

private void Start()
{
    SentinalManager.OnAdd += OnMenuOpened;
    SentinalManager.OnRemove += OnMenuClosed;
    SentinalManager.OnSwitch += OnMenuSwitched;
}

private void OnMenuOpened(ViewSelector view)
{
    Debug.Log($"Menu opened: {view.name}");
    // Update UI, play sounds, etc.
}

private void OnMenuSwitched(ViewSelector from, ViewSelector to)
{
    Debug.Log($"Switched from {from?.name} to {to?.name}");
    // Handle transition effects
}

REQUIREMENTS

  • Unity 2021.3 or later
  • Input System package (optional, for input handling features)
  • TextMeshPro (for sample scenes)

INPUT SYSTEM SETUP

PlayerInput Notification Behavior

Sentinal supports both C# Events (InvokeCSharpEvents) and Unity Events (InvokeUnityEvents) notification behaviors on PlayerInput components.

Recommended: Set PlayerInput.notificationBehavior to either:

  • InvokeCSharpEvents - Uses C# events (onActionTriggered, onControlsChanged, etc.)
  • InvokeUnityEvents - Uses Unity Events (actionEvents, controlsChangedEvent, etc.)

Note: If PlayerInput.notificationBehavior is set to SendMessages or BroadcastMessages, Sentinal will automatically change it to InvokeCSharpEvents at runtime and log a warning. Update the setting in the inspector to avoid runtime changes.

DEBUGGING

Runtime Inspector

The custom editor shows real-time debugging information:

  • SentinalManager: Shows focused view vs most recent view, view list with priority and input state.
  • ViewSelector: Shows priority, history index, focus state, input enabled, connected PlayerInput.
  • ViewInputSystemHandler: Shows input enabled state and action map configuration (Input System).
  • ActionMapManager: Shows player count, “Action maps per view” (latest state per view selector, sorted by source), and per-player current action map with enabled maps list.

BEST PRACTICES

  1. Always use GameObject activation (SetActive(bool)) for menu open/close operations.
  2. Use ICloseableView for menus that need custom close animations or specific menu closure.
  3. Use rootView for persistent UI elements like HUDs or a main menu screen (views that shouldn't be auto-closed but can still be hidden).
  4. Use Exclusive Views for modal dialogs or full-screen overlays.
  5. Set Priority on views that should always be focused when open (e.g., error dialogs).
  6. Use ViewInputSystemHandler.InputOnlyWhenCurrent to prevent input conflicts between multiple open views.
  7. Configure Action Maps per view via ViewInputSystemHandler using ActionMapConfig arrays to specify both action map names and their enabled/disabled state for when views are enabled or disabled.
  8. Set PlayerInput.notificationBehavior to either InvokeCSharpEvents or InvokeUnityEvents in the inspector to avoid runtime warnings.
  9. Use Default Action Maps on ActionMapManager to configure action maps that should be active when only root views (like HUD/main menu) are open.
  10. SentinalManager static events are not cleared when a SentinalManager instance is destroyed (e.g. on scene unload). Persistent subscribers (e.g. ActionMapManager on DontDestroyOnLoad) keep receiving view events from the new scene’s manager.

About

A Unity package for managing hierarchical menu navigation with history tracking, input system integration, and automatic UI element selection.

Topics

Resources

License

Stars

Watchers

Forks

Languages