Signalia is an affordable, all-in-one UI system and game framework, allowing you to ship your next game faster with industry level quality.
Signalia: UI System & Modular Engine v5.1.0 (19 Feb 2026) (Latest version)
Signalia Game Engine: GUI & Modular Gameplay Framework v4.2.1
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Description
I really recommend you make a Tag or Commit in your version control first.
With the project open, open an empty scene.
Delete the “AHAKuo Creations/Signalia” folder.
Import the new version.
Make a new commit in your version control.
That’s that! Check if everything works, update namespaces if an error occurs as many namespaces changed.
💡 What is Signalia?
Signalia is a powerful, all-in-one UI system and game framework designed to accelerate development and empower creativity. It offers advanced tools for crafting dynamic user interfaces, an event-driven C# radio system, and a suite of modular game systems and utilities, all built to help you prototype, polish, and ship your next game faster.
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============= USER INTERFACE FRAMEWORK==============
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🎬 UI System (Menus, Animations & Controls)
GUI-focused: menus, buttons, UI elements, and animations. Emphasis on ease of use and powerful animation utilities.
Trigger UI animations with one line
Auto-back navigation with a global back button
Built-in sound/VFX hooks (via SIGS.PlayAudio())
One-click menu setup with auto-activation and deactivation
Smart button dimming and visual feedback
Animation preview in the editor
Non-blocking animations and composite keying for smooth transitions
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================= GAME SYSTEMS ====================
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💾 Save System
Save and load player data, scene states, or custom systems with simple APIs.
Fully extendable to fit your architecture
Includes save utility classes and smart default behaviors
Use Encryption or Modifiable save files
Alternative to PlayerPrefs using JSON formatting and extendable parsers
Connected with Signalia’s utilities and UI framework
Async delete operations and improved performance (v4.0.0)
🌀 Loading Screen System
Animate into any scene with fade-ins, delays, and fake loading support.
Additive loading + controlled activation for seamless transitions
Scene unloading support to avoid flashbacks and glitches
Click to Progress options
📦 Object Pooling
On-demand or preloaded pooling.
Lightweight and easy to drop into any system
Great for VFX, enemies, projectiles, UI, and more
Invoked like this: bulletPrefab.FromPool(); // with parameters
Enhanced spawn options, modes, and ParentedEmitter for flexible audio positioning (v4.0.0)
🎶 Audio Layering
Manage ambient and room audio in layers.
Continuous Layers: Keep looping ambience always active
Tracks per Layer:
BGM – default: forest_music.wav
SFX – default: birds_and_wind.wav, rain: rain.wav, wildlife: animals.wav
MISC – default: world_event.wav
Room Audio: Add specialized layers (shops, dungeons, lakes, crowds) with trigger boxes or manual control
Priority System: Play new audio on the same track with higher priority to fade it in and mute the old one. Stop it, and the system crossfades smoothly back to the lower priority track without restarting it (controllable by settings)
Very easy, very straightforward, with example scene
🌍 Localization System | Lingramia
Reach global audiences with localization tools.
Comprehensive Text Support: Text, audio, images, and UI elements across multiple languages
String Extraction System: Automatically extract hardcoded strings with ILocbookExtraction interface
Multiple LocBooks: Organize localization data across multiple LocBook assets
Paragraph Style Support: String-based styles for different text types (Header, Body, Caption, Button, etc.)
Material Override Support: Custom material overrides for TextStyle
Arabic Text Formatting: Full RTL support with smart symbol mirroring and text shaping
Arabic TMP Font Creator: Editor window for generating Arabic-compatible fonts
Multi-Language Font Support: Japanese and Chinese font support in font creation system
Lingramia Integration: Easy translation management with seamless workflow.
Spreadsheet Support: Turn sheet files and CSV into locbooks easily.
Runtime Language Switching: Switch languages on the fly and see them update immediately
Utility Components: LocalizedText and SimpleLocalizedText for simplified workflow
💬 Dialogue System (WIP)
Complete dialogue creation flow. Currently undergoing development.
Dialogue with Ease: A simple dialogue creation flow that supports branching choices.
Auto-localized: Organize items by type
External App: Create dialogue in an external app dedicated for this flow.
Audio and Events Support: Add events and audio events to trigger things with dialogue.
🎒 Inventory System
Complete inventory management solution.
Grid-Based Display: Visual grid layout for items
Item Categories: Organize items by type
Custom Properties: Extend items with custom data
Audio Support: Built-in audio feedback
Save/Load Integration: Seamless integration with Game Saving system
Abstracted System: Build it into whatever you want (Crafting, Trading, Online, etc…)
⚙️ Common Mechanics
A toolbox of mini-systems found in many games.
Trigger Box: Unified trigger utility working with collider callbacks and raycast zones. Supports 2D and 3D, optional layer/tag filters, UnityEvent callbacks, Signalia string events, and persistent disable behavior
Interactive Zone: Component for interaction mechanics with multiple detection methods (ColliderTrigger, RaycastZone, LookToward), line-of-sight checks, and UI prompt integration
Currency Management System: Struct-based currency tracking with automatic saving, event integration, UI helpers, and audio/haptic support. Access via SIGS.GetCurrency(“gold”).Modify(100)
🚀 Resource Caching System
Boost performance with intelligent resource management.
Automatically caches frequently used assets
Reduces loading times and optimizes memory usage
String-based lookup for easy access
Smoother gameplay experiences
📻 Radio Event System (Radio-Style Messaging)
Event-driven messaging using C# events. Integrated with the GUI framework and usable in your own code.
Use SIGS.Listener(), SIGS.Send(), and SIGS.GetValue() for global events and state sync
One-shot, auto-cleaning listeners. No manual GC management
Easy debugging — see what fired and where
Two types of Radios:
Simple: Fast setup, single-line workflows
Complex: Deep radio system with channels, broadcasts, and TV-like functionality, and audio clip playing with options from code by name (FadeIn, FadeOut, 3D, At Position, Looping, Once, etc…)
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=============== UTILITIES AND HELPERS =================
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🛠️ Code Utilities & Time Helpers
Base utilities for common Unity tasks and time-based operations.
SIGS.DoIn(), SIGS.DoWhen(), SIGS.DoWhile() – Time-based code without coroutines
SIGS.DoEveryInterval() for loops and updates
SIGS.DoFrameUpdate() for frame-based updates
SIGS.CooldownGate() to throttle spammable logic
SIGS.HoldOn() for delayed execution control (reverse cooldown gate)
Value Binding to sync any variable (like health/money) to UI without extra glue
Threading system for cutscenes and ordered sequences (NQListen, NQWait)
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================= EXTERNAL UTILITIES =================
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🔗 External App (Lingramia)
Localization App supported in Signalia.
** Can be downloaded in the editor from Tools > Signalia > Game Systems > Localization > Download Lingramia
Compatibility with Signalia Localization.
.Locbook files editing.
Multiple locbook management.
For Windows / Mac / Linux (testing)
AI Translations for faster iteration.
🔗 External App (Spokesman)
Dialogue builder app supported in Signalia.
** Can be downloaded in the editor from Tools > Signalia > Game Systems > Dialogue > Download Spokesman
Compatibility with Signalia Dialogue System.
.DlgBook files editing.
Multiple locbook management.
For Windows / Mac / Linux (testing)
AI completion and context aware dialogue for faster iteration.




