---
title: UI Boxes
url: "https://orkframework.com/guide/ork4/ork4-documentation/section-ui/ui-boxes/"
updated: "2026-07-27"
category: "Section: UI"
---

# UI Boxes

UI boxes are used to display dialogues and menus.

UI boxes are found in **UI > UI Boxes**.

# General Settings

The general settings define default settings that are used by all UI boxes. Each individual UI box can optionally override the default settings.

## Base Settings

Define cursor and accept timeouts, scroll speed and other base settings.

### Focus Settings

Manage how the focus between UI boxes is changed. Only the currently focused UI box is controlable.

Focus can automatically be received when the cursor is over a UI box, or by using left, middle or right click.

### Cursor Over Settings

UI boxes displaying inputs (e.g. buttons or value inputs) can optionally change the selected input by moving the cursor over an input.

## Controls

Define the default controls used by all UI boxes. The controls use [input keys](https://orkframework.com/guide/ork4/ork4-documentation/section-controls/input-keys/) and click inputs.

### Input Settings

Define how inputs (e.g. buttons or value inputs) will be selected.

E.g. the selection can be looped, unfocused UI boxes can also change selection or if inactive inputs are hidden, etc.

### Tab Settings

Similar to the input settings, tab buttons can also loop, receive unfocused selection or hide inactive tabs.

### Input Filter Settings

Define controls for input filters.

**Unity UI**: Input filters can be added to UI boxes using *input filter* components.

## Audio Settings

Define the default audio settings for UI boxes.

Changing input selection, accepting, canceling and other UI interactions can play audio assets on a defined audio channel.

## Ok/Cancel Content

Define the default content for ok and cancel buttons used by all UI boxes.

UI boxes can optionally show ok and cancel buttons to accept or cancel.

## Tab Button Content

Define the default content for previous and next tab buttons.

UI boxes displaying tabs can add buttons to change to the previous or next tab.

## Inactive Colors

Define the default inactive color tints for UI boxes.

An inactive (i.e. unfocused) UI box can optionally be tinted in a color, e.g. making them slightly darker and faded out. This can be used to visually highlight which UI box has the focus and is controlled.

## Typewriter

Define the default typewriter settings for UI boxes.

UI boxes can optionally use a typewriter effect, typing text and texts of input buttons letter by letter instead of displaying them all at once.

## Schematics

Define the default schematics for UI boxes.

UI boxes can use schematics to animate opening or closing them, e.g. to fade them in/out and move or scale them. See examples in [this tutorial](https://orkframework.com/guide/ork4/ork4-tutorials/ork4-schematics-tutorials/ork4-ui-animation-schematics/).

Additionally, you can use schematics when gaining or losing focus, or when an input has been selected or accepted.

The schematics have the UI box available as local selected data via the data key *ui*. The *Starting Object* can be an optional schematic context of the UI box, e.g. the speaker of a dialogue or combatant/user of a menu screen.
 If the currently selected input has a schematic context (e.g. the item a button displays in an inventory menu) it’ll be avaialble as local selected data via the data key *action*.

# UI Boxes

UI boxes are used by dialogues (e.g. *Show Dialogue* node in a schematic) and menus (e.g. menu screens, start menu or battle menus) to display content like texts, inputs (buttons, value inputs) and portraits.

UI boxes and inputs can also use HUD elements to create more complex designs or add virtual controls. The HUD elements can either be added directly to the UI box/input setup or use HUDs as templates.

Here’s an example of multiple UI boxes being used in a menu screen. The box in the center uses HUD elements on inputs to add portraits and status information of combatants.

[![](https://orkframework.com/wp-content/uploads/ork4_section_ui_ui_boxes__example.png)](https://orkframework.com/wp-content/uploads/ork4_section_ui_ui_boxes__example.png)

UI boxes are displayed on a defined [UI layer](https://orkframework.com/guide/ork4/ork4-documentation/section-ui/ui-layers/) – if no layer is selected it’ll be displayed on the default UI layer (before all other UI layers). The used UI layer influences the order in which UI content is displayed, e.g. placing one UI box over another.

## UI System Types

Defining the actual position, size and style of a UI box depends on the used UI system type (see [UI settings documentation](https://orkframework.com/guide/ork4/ork4-documentation/section-ui/ui-settings/) for details).

### Unity UI

Using *Unity UI* in Unity uses prefabs with a *UI Box* component.

You can create a ready to use setup via the scene view’s context menu: *ORK Framework > UI Box* has different layout variants available.

## Override Default Settings

UI boxes can optionally override the default settings defined in the general settings.

You can override the separate settings individually, e.g. have a UI box only override the default controls or audio settings.
