View and input setup
Configure the fullscreen overlay, input forwarding, and viewport size.
The scene setup command adds a LoomUI component to your scene:
Tools > Loom > Setup UI in Current Scene
When you enter Play, LoomUI creates LoomView and LoomInputCapture for
you.
LoomView displays the fullscreen UI overlay. LoomInputCapture forwards
input while that view is active. Keep one overlay across scenes; see Scene loading.
Input forwarding
Pointer and keyboard input work with Unity’s legacy Input Manager, the Input System, or both. Gamepad forwarding requires Active Input Handling to be Input System Package (New) or Both.
<input> and <textarea> use the active keyboard layout and accept shifted
characters, accents, and committed Unicode text. Editing and selection keys
work as they do in a browser.
Unity gameplay and the UI receive the same input. Switch the game’s action map when opening a menu so a menu click or key does not also trigger gameplay. See Keyboard and gamepad navigation for focus scopes, bindings, and Loom’s keyboard mode.
DPI and viewport size
Built-in bridge state reports bridge.loom.viewportWidth and bridge.loom.viewportHeight in CSS pixels, plus bridge.loom.devicePixelRatio.
Use these when UI logic needs the game viewport size. For layout alone, CSS
media queries are usually enough. See Built-in Loom state.
For transparent HUDs and fullscreen layout, see Styling and layout.