Neighborhood Watchers — UI Reskin Reference v2

Every UI surface re-captured in play mode after the chalk reskin. Captioned with source prefab, hierarchy, and current reskin status.

Captured: June 28, 2026 · Unity 6000.0.62f1, play mode · entered via Tests › Boot to Lobby (in-game surfaces) and a normal _StartupScene play for the main menu · Game-View native, ScreenCapture.CaptureScreenshot(path, 2) (2× supersample), no editor chrome.  ·  Supersedes the June 5 v1 (pre-reskin).  ·  [inst] = nested prefab instance. Shop/storage rows populate at runtime.  ·  Fishing minigame is no longer active — omitted.
CHALK graphite-wash fill + chalk frame applied (the reskin). PLAIN still the old flat/transparent panel — candidate for reskin. BESPOKE intentional one-off treatment (street-sign, dlg_box, styled title) — left alone.

Lobby & Main Menu

Main Menu BESPOKE #00
UI/LobbyCanvas.prefab (_StartupScene) LobbyCanvas › LobbyUI › { UIButton_HostGame, UI_Button_JoinGame, UIButton_Settings, UIButton_QuitGame } street-sign logo art; not part of the chalk family
Host / Join Popup PLAIN #19
UI/LobbyCanvas.prefab › JoinHostPopup JoinHostPopup › PopupRoot › { Backdrop, Panel › { Header, UsernameInputField, LobbyCodeField, ConfirmButton, CancelButton } } this LIVE inline popup is plain dark. The standalone UI/HostJoinPopup.prefab has the chalk frame but isn't the one shown in the lobby flow — reconcile.

Dialogue & HUD

Gameplay HUD N/A #01
runtime canvases (Screen Space Overlay) HPUI (health bar) · Quest Canvas · ReleasePowerUI UI/Inventory/InventoryCanvas.prefab (hotbar 1–9) spirit count, Scroll/Aim context prompts
Dialogue UI BESPOKE #18
UI/DialogueUI.prefab (DontDestroyOnLoad) DialogueUI › Panel › { WiresOverlay, HouseIcon, DialogueText, ButtonChoicePanel, ResumeButton } box = baked dlg_box.png; pending reconcile

Settings one shared SettingsPanel (PauseMenu instance) — 4 tabs

Settings — Audio BESPOKE #08
UI/SettingsPanel.prefab SettingsPanel › AudioPanel › { MasterVolumeSlider, MusicVolumeSlider }
Settings — Video BESPOKE #09
UI/SettingsPanel.prefab SettingsPanel › VideoPanel › { Screen Mode · Resolution · VSync · Framerate Limit (Prev ‹ value › Next) }
Settings — Controls NEW #10
UI/SettingsPanel.prefab (new since v1) SettingsPanel › ControlsPanel › { Move, Rotate Camera, Attack/Throw/Use, Pickup/Interact, Sprint, Dodge, Jump + glyphs, Remap Controls button › ControlRebindPanel }
Settings — Voice BESPOKE #11
UI/SettingsPanel.prefab SettingsPanel › voicePanel › muteSelfToggle › Label "Mute myself" toggle, left-aligned (checkbox sits at the panel's left edge — layout quirk, pre-existing)

Popups

Purchase Confirmation CHALK #12
UI/Confirmation Popup.prefab (ShopConfirmationCanvas) Confirmation Popup › { ChalkFrame, Header Text, Body Text, UIButton_Confirm, UIButton_Cancel } wide chalk frame + wash; the v1 chrome bevel is gone
Ready-Up / Enter Dungeon CHALK #13
ReadyUpCanvas (LobbyScene) ReadyUpCanvas › Confirmation Popup [inst] same chalk prefab as #12
Pause Menu BESPOKE #07
runtime canvas PauseMenu › { Backdrop (dim), PauseMenuPanel › { styled title, Continue, Settings, Voice, Quit }, LobbyCodeText }

Plot panels UI/PlotCanvas.prefab + nested menu prefabs

Plot Menu CHALK #02
UI/PlotCanvas.prefab PlotCanvas › MenuPanel › { ChalkFrame, Claim Plot, Open Storage, House Customization, Cosmetics, Release Plot, Close, header Text } tall chalk frame + wash; buttons divider-bar-free
Cosmetic Menu (Equippables) CHALK #04
UI/Cosmetic Menu.prefab Cosmetic Menu › Cosmetic Panel (chalk frame + wash) › Scroll View › Content › [rows] · Back · Close tall chalk frame; rows are still white buttons
House Customization PLAIN #03
UI/PlotCanvas.prefab PlotCanvas › HouseSettingsPanel › { Room Size · Fence · Exterior Wall · Roof · Interior Wall · Flooring Dropdown (×6), labels, Back, Close } flat dark panel — not yet chalked; labels crowd dropdowns
Rewards Menu PLAIN #05
UI/PlotCanvas.prefab PlotCanvas › RewardsMenu › { Rewards Panel › Scroll View, Back, Close } flat dark panel; empty when no rewards
Plot Inventory / Storage PLAIN #06
UI/Inventory/Inventory Storage.prefab Inventory Storage › { StoragePanel (Plot Storage), PlayerInventoryPanel (Inventory), Back, Close } two flat dark panels — not yet chalked

Shops & Storage all ShopCanvasBase_* share one ShopPanel layout

Exterior Wall Shop PLAIN #14
ShopCanvasBase_ExteriorWall (LobbyScene) ShopPanel › { Scroll View › [white rows], CloseButton } shared by ~9 ShopCanvasBase_* variants: ExteriorWall · InteriorWall · InteriorFloor · Roof · Fence · RoomSize · IceCream · Farmer · Fisherman
Item Shop (Ice Cream) PLAIN #15
ShopCanvasBase_IceCream (LobbyScene) ShopPanel › { Scroll View › [consumable rows], CloseButton } same layout — transparent panel, white rows, teal Close
Temp Storage (Offering Fountain) PLAIN #16
runtime canvas TempStorageCanvas › Temporary Storage › { StoragePanel (Offering Fountain), PlayerInventoryPanel (Inventory), Close }
Fish Container PLAIN #17
FishContainerCanvas FishContainerCanvas › ShopPanel › { Scroll View, CloseButton } flat dark panel