Features
- Built with Unity 6000.5.0f1 URP. Windows standalone only. — A modular framework for transparent desktop overlays, per-collider click blocking, window control, system-level input, desktop integration, and more.
- Adaptive3DCanvas — A separate canvas system for placing 3D objects in GUI. Canvases can be nested, rotated, scaled, offset, and positioned farther from the camera for flexible 3D layouts. Unity canvases do not handle true 3D content cleanly without breaking batching, and camera stacking added unnecessary overhead.
- UniWindowController — Controls transparency, click-through, and always-on-top behavior.
- InteropManager — The Windows interop layer behind many desktop commands, including taskbar and system tray features. It can grab any window's current corners, size windows to the pixel, and exposes a large set of public helper functions.
- System Tray/Taskbar Manager — Handles tray and taskbar visibility and keeps at least one of them available, so both cannot be turned off at the same time.
- GlobalHotkeysManager — Registers OS-level hotkeys so the app can respond even when unfocused. If another program already owns the shortcut, that hotkey may not work.
- UCaptureManager — Captures screenshots of everything on screen and maintains a list of Alt-Tab windows with their details.
- MaskManager — Builds scene-to-desktop cutout masks (from images and objects also) and makes it easy to use the mask as the click-through area, even when it is animated.
- SystemAudioManager — Captures per-process audio and Alt-Tab window audio, with support for multiple echoes, configurable echo delay, runtime volume control for each echo, and other system-audio features.
- VisualizerTester — A built-in tester visualizer for checking visualizer behavior and related audio-driven systems.
- GlobalCursorManager — Controls the Windows cursor from RAM rather than the registry, so cursors restore on reboot. It can hide the cursor or place a raw image precisely for special effects, and a separate watchdog app can restore cursors if Unity crashes.
- DroppedFilesManager — Receives file paths from standard drag-and-drop when users drop files into the app from outside Unity.
- CustomAntialiasingManager — Provides FXAA or SMAA because UniWindow requires MSAA to be off. It is a lightweight post-process antialiasing option.
- WindowSizeDriftManager — Prevents rare window-resize drift, such as when a monitor resets and Windows rebuilds the window at the wrong size. This manager can detect the issue and restore the intended size.
- Render feature — A more performant overlay path than camera stacking, with support for perspective and orthogonal views.
- ProceduralGridMeshManager — Creates precise meshes and colliders from an image in the editor or at runtime. It works especially well with the overlay render feature, the 2D physics engine, and the custom 3D canvas, making it suitable for 2D physics GUIs rendered as overlays with rotatable canvases. It can generate full grid meshes for deformation or minimal meshes for performance, use alpha to define the shape, cap the texture size for each generation, size the output to PPU for pixel-perfect workflows, face a target, and more.
- Local AI — Small local AI system for on-device AI processing without sending data to external servers. Can load different models including text, image, and video models. (performance is hardware dependant)
- Under Icon Plane — This is like a wallpaper that has a game engine in it.
- More coming — Future ideas may include a pixel engine, morph systems, always-on-screen tooltips, pooling utilities, and whatever else I dream up.