DECLARATIVE APPLICATION FRAMEWORK FOR UNITY UI TOOLKIT

NOOL

Build reactive Unity interfaces with typed authoring, native signals, deterministic code generation, and explicit lifecycle ownership.

THE NOOL STACK

Three connected layers from authored source to a running Unity interface.

AUTHORING LAYER

I. Typed Languages

Define component structure in .nool, compose styles in .nuss, manage design tokens in .ntss, and keep application state in C#.

.NOOL · .NUSS · .NTSS · C#

Syntax and examples
COMPILER LAYER

II. Deterministic Generation

Validate bindings, selectors, events, styles, and tokens before producing Unity-ready generated artifacts.

INPUTSOURCE GRAPHPASSVALIDATE + RESOLVEOUTPUTUNITY ARTIFACTS
Deterministic generation pipeline

VALIDATE · RESOLVE · GENERATE

Compiler diagnostics
RUNTIME LAYER

III. Reactive Application Model

Build components with signals, computed state, dependency injection, directives, providers, and explicit view lifecycle ownership.

SIGNALS · DI · COMPONENTS · LIFECYCLE

State and lifetime
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NOOL AUTHORING LANGUAGES
.NOOL · .NUSS · .NTSS
DETERMINISTIC AUTHORING PIPELINE

IV. From Source to Player

One deterministic authoring pipeline for Unity UI Toolkit.

Nool resolves templates, component metadata, styles, tokens, and generated C# as connected project artifacts.

Errors remain tied to authored source, while Unity receives deterministic output ready for compilation.

SOURCE · GENERATION · PLAYER

The pipeline through Encounter
SOURCE DIAGNOSTICS

V. Source-Aware Diagnostics

Compiler errors preserve authored locations across templates, generated C#, styles, and tokens.

UNITY ARTIFACTS

VI. Unity-Native Artifacts

Generated C#, style output, metadata, and resources integrate with the Unity project pipeline.