Overview
📄 Full Documentation (eng)
🖼️ See Full List Of Effects
Dynamic Hover Tooltips 🎯 is a system for creating tooltips in Unity projects. It manages pointers indicating targets for smooth player guidance. The system handles the technical side - detection, triggers, positioning, animations - so developer can focus on designing the actual visuals: interaction icons over objects, custom shaders, outlines, directional arrows, text popups, and any other effects the game needs.
Content:
- Multiple triggers (hover, also click, distance, collision, screen center)
- Check by ComponentValue - can trigger tooltips on triggering objects only with specific custom script values or other attributes (check by tag, layer, type, component presence, name, etc.)
- Smart visuals: UI pointers (canvas-based) and World pointers (world space), both can target UI and 3D objects
- Animation settings via ScriptableObjects + fully editable graphic content in prefabs
- Auto-generated frames and UI cutout masks with raycast blocking
- For text pointers: CSV-based localization supported, built-in keyboard key collection for TMP sprite assets usage
- Progress persistence (once/per session/reusable), saving state in JSON
- Cross-platform support (Desktop + Mobile)
- Old + New Input System support
- Customization methods
Examples of what you can create:
- A key prompt pops up when approaching an object (for example, open a chest, book, enter a location)
- An interaction icon appears when the center of the screen hovers over an object (for example, examine a clue)
- Clicking on an object displays its text description (for example, for a playing card or skill)
- Hovering over an object triggers highlighting in different colors depending on the target's state (for example, a white ground hint for a hex available for placement, and red for unavailable).
- An arrow positioned in front of the camera, leading the player to an object (for example, a mission start zone)
- A mask that requires clicking/hovering on a target, blocking other input, etc.
You can add your own logic to tooltip activation/deactivation, for example, enabling key input listening or triggering additional effects (custom shaders, outlines, sounds, etc.) The system is built on Unity's base components to avoid conflicts with designs used in projects.
Architecture:
- Centralized tooltip collection per scene
- External triggers on specific objects & prefabs
- Manual calls via SceneReferences
The central collection stores the playback logic and the visuals to activate. Each visual is a prefab with graphical content and a settings ScriptableObject - fully customizable. See how it works with different object types and visuals in the DemoScene.
To get started:
- Add the TooltipSystem.prefab to your scene
- Scene References → Assign Target Canvas in it or it will be auto-detected. Assign Main Camera in it or it will be auto-detected
- Check if the Input Controller component inside prefab matches your Input System (Old/New)
- All set! Add tooltips to the TooltipCollection list, configuring their launch and display.
🎁 Upgrade to Automatic Tutorial Maker ($5 instead of $40) →
- Full DHT included + add-ons
- Input action recording > automatic tooltip generation
- Extended start & completion conditions (expected keyboard input, mobile gestures, double click, hold, drag & drop, etc).