SUS — Design Tokens: fonts, colors, icons, themes
Design token architecture for the new SUS.
Source of truth for themes, fonts and icons in SUS (StyleSheet cascade + Resources). Principle: everything is done through a CSS cascade andvar()— the component does not know specific values, only semantic tokens.
![]() Colors, typography and icons — Dark | ![]() Same tokens — Light |
Content
- General architecture (incl. restyle without C#)
- Fonts
- Colors: three-layer token system
- Icons: Phosphor Icons
- Themes: switching Light/Dark
- Responsive breakpoints
- Bootstrap: how everything is put together
- File structure
- Historical checklist
- Appendix A: token summary table
- Appendix B: key rules and patterns
1. General architecture
1.1 Principle
The component writes: And receives:
color: var(--sus-text-primary) → rgba(255,255,255,1) (in dark theme)
font-size: var(--sus-font-size-body) → 14px (semantic size from _font.uss)
-unity-font: var(--sus-font-body) → Montserrat (family bridge)Tokens are resolved through a CSS cascade. Variables are defined in :root USS files that connect via direct root.styleSheets.Add().
1.2 Three layers of tokens
LAYER 1 — Raw values (ground truth)
_palette.uss — --base-color-*, --base-space-*, --base-font-*, --base-radius-*
_font.uss — --font-family-*, --font-heading, --font-body
LAYER 2 — Theme aliases (light/dark switch)
_theme.uss (:root + .theme-dark) — --thm-* (dark default)
_theme.uss (.theme-light) — --thm-* (light override)
LAYER 3 — Semantic UI tokens
design-tokens.uss — --sus-* (delegates to --thm-*)
_icon.uss — .sus-icon-bg utility classLoad order (container cascade via SusBootstrap.LoadTokenCascade / SusApp): _palette → _font → _theme → design-tokens → _icon → registered extras (L4/L5) → OverlayHost.
Panel-level TSS (SusDefault.tss / ApplyDefaultTSS) also includes _palette, _font, and optional _global — _global is not part of the container cascade.
Theme is switched by adding/removing .theme-dark / .theme-light on the cascade root (SusThemeService.Instance.SetTheme(root, theme)).
1.3 How it works in the old scheme
SusDataManager.LoadUIResolutionThemes() (legacy) created multiple theme presets. In SUS this is simplified — Dark/Light only via .theme-* classes; screen-size adaptation is breakpoints only (SusBreakpointService + .breakpoint-* token overrides). See 06-responsive.md.
1.4 Restyle without editing C#
The token cascade is not only an internal hygiene rule — it is the supported way to make controls look like your game without editing C#:
- Tokens (
--sus-*) — override semantic tokens (or the L1/L2 values they delegate to) on the cascade root. Every consumer of those tokens recolors together: one sheet change, whole UI. - Classes — add a project USS rule on a component or element class for a one-off look (button, panel, row) without forking the component script.
- States as classes — hover / active / disabled / selected (and similar) are driven by USS classes or UITK pseudo-classes. C# only toggles membership (
AddToClassList/RemoveFromClassListor the Sharq equivalent). Restyling a state is the same job as restyling the base: change the sheet, not the script.
Policy vs debt. Look-and-feel that buyers need to override belongs in USS. Geometry and motion that must follow runtime props may stay in C#. UITK inline appearance writes from C# (.style.backgroundColor, .style.color, fonts, radii, and similar) beat any selector — a known remainder of those call sites still exists and is being migrated into USS/classes. Do not treat those call sites as the theming API; prefer tokens and classes. Named exceptions (motion tweens, font service, drag ghosts, and similar) are intentional and documented in code.
2. Fonts
2.1 Current state
Already made: Montserrat (6 styles) comes with sus-core:
sus-core/Runtime/Resources/SusRuntime/
├── _font.uss
└── Fonts/Montserrat/
├── Montserrat-Regular.ttf (400)
├── Montserrat-Medium.ttf (500)
├── Montserrat-Bold.ttf (700)
├── Montserrat-Black.ttf (900)
├── Montserrat-Italic.ttf
└── Montserrat-Light.ttf (300)_font.uss defines :root { -unity-font: url("Fonts/Montserrat/Montserrat-Regular.ttf"); } and CSS variables --font-family-regular, --font-family-medium, --font-family-bold, --font-family-black, --font-family-italic, --font-family-light.
SusBootstrap.Mount<T>() automatically loads Resources/SusRuntime/_font.uss with every mount.
2.2 Semantic fonts (shipped)
_font.uss defines:
- Family slots
--font-family-*(Montserrat defaults). Optional project overrides use the fallback pattern documented in the_font.ussheader (var(…, url(...))) — those override slots are not part of the published 61-token L3 inventory. - Semantic sizes (L3) — components use these (not raw
--base-font-N, and not numeric px aliases under the--sus-prefix):
--sus-font-size-caption /* ← --base-font-size-xs (10px) */
--sus-font-size-small /* 12px */
--sus-font-size-body /* 14px */
--sus-font-size-subtitle /* 16px */
--sus-font-size-heading3 /* 20px */
--sus-font-size-heading2 /* 24px */
--sus-font-size-heading1 /* 32px */
--sus-font-size-hero /* 48px */design-tokens.uss also exposes family bridges for -unity-font:
--sus-font-body · --sus-font-label · --sus-font-heading · --sus-font-italic
2.2.1 Raw L1 font sizes (palette)
_palette.uss still has raw --base-font-10 … --base-font-32. Treat them as palette internals. Components and buyer samples must use the eight --sus-font-size-caption … --sus-font-size-hero tokens above.
2.2.2 User override
Create Assets/Resources/SusRuntime/_font.uss — Resources.Load prefers the project copy. No code required. Open font-face gaps (Thin / ExtraLight / …) are tracked on the internal roadmap and are not part of this package.
3. Colors: three-layer token system
3.1 Layer 1 — Raw values (in _palette.uss)
The file that comes with sus-core in Resources/. Basic colors without semantics:
/* sus-core/Runtime/Resources/SusRuntime/_palette.uss — Layer 1 */
:root {
/* Greys */
--base-color-Grey98: rgb(250, 250, 250);
--base-color-Grey94: rgb(240, 240, 240);
--base-color-Grey90: rgb(229, 229, 229);
--base-color-Grey80: rgb(204, 204, 204);
--base-color-Grey60: rgb(153, 153, 153);
--base-color-Grey40: rgb(102, 102, 102);
--base-color-Grey30: rgb( 77, 77, 77);
--base-color-Grey24: rgb( 61, 61, 61);
--base-color-Grey16: rgb( 41, 41, 41);
--base-color-Grey12: rgb( 31, 31, 31);
--base-color-Grey08: rgb( 20, 20, 20);
--base-color-Grey04: rgb( 10, 10, 10);
--base-color-Grey02: rgb( 5, 5, 5);
/* Primary (Blue) */
--base-color-Primary90: rgb(205, 225, 255);
--base-color-Primary70: rgb(102, 163, 255);
--base-color-Primary50: rgb( 0, 102, 255);
--base-color-Primary30: rgb( 0, 61, 153);
--base-color-Primary10: rgb( 0, 20, 51);
/* Accent / Success / Warning / Error */
--base-color-Success: rgb( 76, 175, 80);
--base-color-Warning: rgb(255, 193, 7);
--base-color-Error: rgb(244, 67, 54);
}3.2 Layer 2 — Theme aliases (Dark/Light in _theme.uss)
L2 defines --thm-* only (no invented --thm-bg / --thm-fail / --thm-text-inverse). Full list lives in the USS file; key groups below match as-is.
Dark theme (default):
/* sus-core/Runtime/Resources/SusRuntime/_theme.uss — Layer 2 Dark (excerpt) */
:root,
.theme-dark {
/* Surface */
--thm-bg-page: var(--base-color-Grey04);
--thm-bg-surface: var(--base-color-Grey08);
--thm-bg-surface-raised: var(--base-color-Grey12);
--thm-bg-surface-overlay: var(--base-color-Grey16);
--thm-bg-surface-variant: var(--base-color-Grey18);
--thm-bg-disabled: var(--base-color-Grey40);
/* Text */
--thm-text-primary: var(--base-color-Grey94);
--thm-text-secondary: var(--base-color-Grey80);
--thm-text-disabled: var(--base-color-Grey60);
--thm-text-on-primary: var(--base-color-Grey98);
/* Border */
--thm-border: var(--base-color-Grey24);
--thm-border-hover: var(--base-color-Grey40);
--thm-border-focus: var(--base-color-Primary50);
/* Brand / status */
--thm-primary: var(--base-color-Primary50);
--thm-primary-hover: var(--base-color-Primary70);
--thm-primary-pressed: var(--base-color-Primary30);
--thm-secondary: var(--base-color-Grey24);
--thm-secondary-hover: var(--base-color-Grey30);
--thm-success: var(--base-color-Success);
--thm-success-hover: var(--base-color-SuccessHover);
--thm-warning: var(--base-color-Warning);
--thm-warning-hover: var(--base-color-WarningHover);
--thm-error: var(--base-color-Error);
--thm-error-hover: var(--base-color-ErrorHover);
--thm-info: var(--base-color-Info50);
--thm-info-hover: var(--base-color-Info70);
/* Scrim / overlays */
--thm-scrim: var(--base-color-BlackT30);
--thm-hover-overlay: var(--base-color-WhiteT5);
--thm-selected-overlay: var(--base-color-WhiteT10);
--thm-disabled-overlay: var(--base-color-WhiteT5);
}Light theme (.theme-light — invertibles flip grey steps; brand/status mostly same --base-*):
/* sus-core/Runtime/Resources/SusRuntime/_theme.uss — Layer 2 Light (excerpt) */
.theme-light {
--thm-bg-page: var(--base-color-Grey96);
--thm-bg-surface: var(--base-color-Grey92);
--thm-bg-surface-raised: var(--base-color-Grey88);
--thm-bg-surface-overlay: var(--base-color-Grey84);
--thm-bg-surface-variant: var(--base-color-Grey81);
--thm-bg-disabled: var(--base-color-Grey60);
--thm-text-primary: var(--base-color-Grey06);
--thm-text-secondary: var(--base-color-Grey20);
--thm-text-disabled: var(--base-color-Grey40);
--thm-text-on-primary: var(--base-color-Grey98);
--thm-border: var(--base-color-Grey76);
--thm-border-hover: var(--base-color-Grey60);
--thm-border-focus: var(--base-color-Primary50);
--thm-secondary: var(--base-color-Grey76);
--thm-secondary-hover: var(--base-color-Grey70);
--thm-hover-overlay: var(--base-color-BlackT10);
--thm-selected-overlay: var(--base-color-BlackT18);
--thm-disabled-overlay: var(--base-color-BlackT10);
--thm-scrim: var(--base-color-BlackT30);
/* primary / success / warning / error / info — same --base-* as dark */
}See _theme.uss for the complete block (including game-utility --thm-rare / --thm-heal / … — L2 only, not mirrored as --sus-*).
3.3 Layer 3 — Semantic UI tokens (design-tokens.uss + font sizes)
Public L3 API: 61 --sus-* definitions — 53 in design-tokens.uss plus 8 semantic font-size tokens in _font.uss. Copy from these files; do not invent component-level color aliases (buttons, inputs, tooltips, scrollbars) — compose L3 instead.
/* sus-core/Runtime/Resources/SusRuntime/design-tokens.uss — Layer 3 (as-is) */
:root {
/* ── Surface ── */
--sus-bg-page: var(--thm-bg-page);
--sus-bg-surface: var(--thm-bg-surface);
--sus-bg-surface-raised: var(--thm-bg-surface-raised);
--sus-bg-overlay: var(--thm-bg-surface-overlay);
/* ── Text ── */
--sus-text-primary: var(--thm-text-primary);
--sus-text-secondary: var(--thm-text-secondary);
--sus-text-disabled: var(--thm-text-disabled);
--sus-text-on-primary: var(--thm-text-on-primary);
/* ── Border ── */
--sus-border: var(--thm-border);
--sus-border-hover: var(--thm-border-hover);
--sus-border-focus: var(--thm-border-focus);
--sus-divider: var(--thm-border);
/* ── Scrim ── */
--sus-scrim: var(--thm-scrim);
/* ── Surfaces ── */
--sus-bg-surface-variant: var(--thm-bg-surface-variant);
--sus-bg-disabled: var(--thm-bg-disabled);
/* ── Primary ── */
--sus-primary: var(--thm-primary);
--sus-primary-hover: var(--thm-primary-hover);
--sus-primary-pressed: var(--thm-primary-pressed);
/* ── Secondary ── */
--sus-secondary: var(--thm-secondary);
--sus-secondary-hover: var(--thm-secondary-hover);
/* ── Semantic colors ── */
--sus-success: var(--thm-success);
--sus-success-hover: var(--thm-success-hover);
--sus-warning: var(--thm-warning);
--sus-warning-hover: var(--thm-warning-hover);
--sus-error: var(--thm-error);
--sus-error-hover: var(--thm-error-hover);
--sus-info: var(--thm-info);
--sus-info-hover: var(--thm-info-hover);
/* ── Overlay accents (hover/selected/disabled states) ── */
--sus-hover-overlay: var(--thm-hover-overlay);
--sus-selected-overlay: var(--thm-selected-overlay);
--sus-disabled-overlay: var(--thm-disabled-overlay);
/* ── Opacity states ── */
--sus-opacity-hover: 0.04;
--sus-opacity-focus: 0.12;
--sus-opacity-selected: 0.08;
--sus-opacity-disabled: 0.38;
/* ── Font family bridges (-unity-font) ── */
--sus-font-body: var(--base-font-body);
--sus-font-label: var(--base-font-label);
--sus-font-heading: var(--base-font-heading);
--sus-font-italic: var(--base-font-italic);
/* ── Spacing ── */
--sus-space-0: 0px;
--sus-space-4: var(--base-space-4);
--sus-space-8: var(--base-space-8);
--sus-space-12: var(--base-space-12);
--sus-space-16: var(--base-space-16);
--sus-space-24: var(--base-space-24);
--sus-space-32: var(--base-space-32);
--sus-space-48: var(--base-space-48);
--sus-space-64: var(--base-space-64);
/* ── Radius ── */
--sus-radius-sm: var(--base-radius-sm);
--sus-radius-md: var(--base-radius-md);
--sus-radius-lg: var(--base-radius-lg);
--sus-radius-xl: var(--base-radius-xl);
--sus-radius-full: var(--base-radius-full);
}Font sizes (also L3; defined in _font.uss, not in design-tokens.uss):
/* sus-core/Runtime/Resources/SusRuntime/_font.uss — semantic sizes */
:root {
--sus-font-size-caption: var(--base-font-size-xs);
--sus-font-size-small: var(--base-font-size-sm);
--sus-font-size-body: var(--base-font-size-md);
--sus-font-size-subtitle: var(--base-font-size-lg);
--sus-font-size-heading3: var(--base-font-size-xl);
--sus-font-size-heading2: var(--base-font-size-2xl);
--sus-font-size-heading1: var(--base-font-size-3xl);
--sus-font-size-hero: var(--base-font-size-4xl);
}Composition (not L3 tokens): buttons/inputs/tooltips/scrollbars compose the tokens above — e.g. primary button background-color: var(--sus-primary); label color: var(--sus-text-on-primary); hover var(--sus-primary-hover); dim modal backdrop var(--sus-scrim); elevated panel surface var(--sus-bg-overlay) or var(--sus-bg-surface-raised).
Layout usage of the space scale: keep sibling gaps at --sus-space-8 or larger, keep rows aligned, avoid clipped content, and use tokens only (no raw pixel values).
3.4 Use in components
<!-- Card.sharq — compose L3 tokens (no component-level color aliases) -->
<style scoped>
.card {
background-color: var(--sus-bg-surface);
border-width: 1px;
border-color: var(--sus-border);
border-radius: var(--sus-radius-md);
color: var(--sus-text-primary);
padding: var(--sus-space-16);
}
.card__title {
font-size: var(--sus-font-size-heading3);
-unity-font: var(--sus-font-heading);
color: var(--sus-text-primary);
}
.card__body {
font-size: var(--sus-font-size-body);
color: var(--sus-text-secondary);
margin-top: var(--sus-space-8);
}
.card__cta {
background-color: var(--sus-primary);
color: var(--sus-text-on-primary);
}
.card__cta:hover {
background-color: var(--sus-primary-hover);
}
.card__link {
color: var(--sus-primary); /* links: brand color, not a separate link token */
}
</style>4. Icons: Phosphor Icons
SUS ships Phosphor Icons (MIT) as VectorImage SVGs — not Bootstrap Icons. There is no Icons/bootstrap/ tree anymore.
| Set | Path | Size | Role |
|---|---|---|---|
| Core | Resources/SusRuntime/Icons/core/{regular,fill}/ | ~127 SVGs | Built-in set, always present: everything the components and the downstream UI packages use by default |
| Phosphor | Samples~/PhosphorIcons/Resources/SusRuntime/Icons/phosphor/{thin,light,regular,bold,fill,duotone}/ | 1512 names × 6 weights ≈ 9000 SVGs | Optional full library, imported as the Phosphor Icon Set sample |
Weights (SusIconWeight): Thin, Light, Regular (default), Bold, Fill, Duotone.
Status: ✅ runtime + editor auto-register both providers; downstream UI packages use the same registry.
The full set lives outside the package on purpose: a Resources folder is included in every player build and cannot be stripped, so 9000 SVGs would cost every consumer ~19 MB whether they use them or not. PhosphorIconProvider reads from any Assets/**/Resources/SusRuntime/Icons/phosphor/ folder, so importing the sample — or copying just the few icons you need into your own Resources folder — both work. Without it, SusIconRegistry resolves through the core subset and returns null for the long tail instead of failing.
4.1 Layout on disk
sus-core/Runtime/Resources/SusRuntime/Icons/
└── core/
├── regular/ star.svg, gear.svg, …
└── fill/ star-fill.svg, … (weight folder + optional -fill suffix)
sus-core/Samples~/PhosphorIcons/Resources/SusRuntime/Icons/ (optional sample)
└── phosphor/
├── thin/
├── light/
├── regular/ {name}.svg
├── bold/ {name}-bold.svg
├── fill/ {name}-fill.svg
└── duotone/ {name}-duotone.svgLoader convention (ResourcesFolderIconProvider): resources pathSusRuntime/Icons/{collection}/{weightFolder}/{fileName}
where fileName is {name} for regular, else {name}-{weight}.
Two constructors:
new ResourcesFolderIconProvider("app")— project-local overload (no package id). Serves icons from anyAssets/**/Resources/SusRuntime/Icons/app/…folder (including the wizard'sCustomization/Icons/Resources/…). Use this for your app's own icons.new ResourcesFolderIconProvider("com.my.game", "app")— packaged overload. The first argument is the UPM package id whoseRuntime/Resources/SusRuntime/Icons/app/…holds the icons (editor scan +.metarepair are resolved against that package). Use this only when you ship icons inside your own package. Do not pass"com.sharq-it.sus.core"for your project icons — that points the scan at the core package.
4.2 How icon lookup works
SusIcon / SusIconRegistry.Load(alias, weight)
→ resolve semantic aliases (e.g. "settings" → "gear")
→ optional name suffix "-fill" / "-bold" / … overrides weight
→ query ISusIconProvider list (first hit wins):
1. Project providers (SusApp.UseIcons / RegisterProvider highest priority)
2. CoreIconProvider (Icons/core)
3. PhosphorIconProvider (any Assets/**/Resources/…/Icons/phosphor, auto via PhosphorIconBootstrap)PhosphorIconBootstrap registers Phosphor at SubsystemRegistration / editor load with asHighestPriority: false, so core + project icons keep precedence for overlapping names.
4.3 API (current)
// Weight enum — not the old SusIconStyle Outline/Filled
public enum SusIconWeight { Thin, Light, Regular, Bold, Fill, Duotone }
// Core primitive (also used under the hood)
var icon = new SusIcon("gear"); // Regular
var star = new SusIcon("star", SusIconWeight.Fill);
icon.Name.Value = "x"; // reactive
VectorImage img = SusIconRegistry.Load("star", SusIconWeight.Fill);
SusIconRegistry.AddAlias("settings", "gear");
SusIconRegistry.RegisterProvider(myProvider, asHighestPriority: true);
// SusApp — project icons win over Phosphor
SusApp.Create(uiDocument)
.UseIcons(new ResourcesFolderIconProvider("com.my.game", "app"))
.Mount<HomeScreen>();Downstream UI packages may expose a higher-level icon component:
<sus:SusIcon Icon="star" Weight="Fill" Size="md" />Kind=phosphor|game|portrait|auto — game/portrait use the consumer media bridge; see your optional component package documentation.
4.4 SVG import settings (IMPORTANT)
Every .svg.meta should use UI Toolkit Vector Image + antialiased tessellation:
svgType: 3 # UI Toolkit Vector Image
tessellationMode: 1 # Antialiased Arc Encoding (NOT 0)
textureSize: 256
sampleCount: 4Without tessellationMode: 1, curves look pixelated.
4.5 Auxiliary USS
_icon.uss — global class for plain VisualElement / core SusIcon (.sus-icon-bg):
.sus-icon-bg {
background-size: contain;
background-repeat: no-repeat;
background-position: center;
-unity-background-image-tint-color: rgb(255, 255, 255);
flex-shrink: 0;
}Loaded with the token cascade (SusBootstrap / SusApp).
4.6 USS vs C# for icons
| What | Where | Why |
|---|---|---|
background-size/position/repeat, flex-shrink | USS (.sus-icon-bg / companion) | Static |
| Default tint | USS | Theme can override |
backgroundImage | C# via SusIconRegistry.Load | Runtime asset |
| Size / weight / name | Props / C# | Dynamic |
4.7 Custom / project icons
Do not drop files into a fictional Icons/bootstrap/custom/. Prefer:
ResourcesFolderIconProviderpointing at your collection underResources/SusRuntime/Icons/{yourCollection}/{weight}/, thenSusApp.UseIcons(...)orSusIconRegistry.RegisterProvider(...).- Or
SusIconSetAsset+SusApp.UseIcons(iconSet). - Semantic aliases:
SusIconRegistry.AddAlias("my-settings", "gear").
Setup Project scaffolding uses Customization/Icons/.../app/ + ResourcesFolderIconProvider("app") (the project-local overload) as the project override layer.
5. Themes: switching Light/Dark
5.1 How it works in the previous scheme
UIResolutionThemes— ScriptableObject with an array of 6StyleTheme(Dark/Light/CustomLight × High/Low)panel.themeStyleSheet=ThemeStyleSheet(.tss), which through@importpulls the USS chainPollScreenWidth()inUpdate— switches High/Low when crossing 1600pxSetStyleTheme()— switches Dark/Light/CustomLight
5.2 SUS — current API
No ThemeStyleSheet for theme switching — USS sheets are added to the container via LoadTokenCascade / SusApp. Theme variants are CSS classes on the cascade root.
Layer files:
_palette.uss— L1--base-*(raw values)_theme.uss— L2--thm-*for.theme-dark/.theme-light
Runtime API (SusTheme is a readonly struct; service is a singleton):
// sus-core/Runtime/SusTheme.cs + Runtime/Services/SusThemeService.cs
namespace Sharq.Core
{
public readonly struct SusTheme
{
public string Name { get; }
public SusTheme(string name);
public static SusTheme Dark => new("dark");
public static SusTheme Light => new("light");
public string CssClass => $"theme-{Name}"; // "theme-dark", "theme-light", …
}
public class SusThemeService
{
public static SusThemeService Instance { get; }
public static Prop<SusTheme> Current { get; }
// Applies .theme-{name} on the cascade root + OverlayHost
public void SetTheme(VisualElement root, SusTheme theme);
}
}Usage:
SusThemeService.Instance.SetTheme(root, SusTheme.Dark);
SusThemeService.Instance.SetTheme(root, SusTheme.Light);
SusThemeService.Instance.SetTheme(root, new SusTheme("midnight")); // custom → .theme-midnight
Watch(SusThemeService.Current, (_, next) => AdaptToTheme(next));CSS switching through a class on the root — already in _theme.uss (see 3.2).
5.3 SusBootstrap / SusApp
SusApp.Create(...).UseTheme(...).Mount/Run applies the theme last so OverlayHost receives the theme class. Prefer that path over manual styleSheets.Add.
SusBootstrap.Mount<T>() / LoadTokenCascade load the full cascade (_palette → _font → _theme → design-tokens → _icon → extras + OverlayHost).
6. Responsive breakpoints
Screen-size adaptation is only SusBreakpointService (classes .breakpoint-sm … .breakpoint-2xl on the cascade root). There is no High/Low resolution axis and no automatic UI scale tied to monitor size.
Width is read from cascadeRoot.resolvedStyle.width on geometry changes (same feed path as the removed SusResolutionService), with panel / Screen fallbacks only when the root is not laid out yet. See 06-responsive.md.
Downstream UI package token sheets may override package-specific tokens under those classes (heights, spacing, fonts). Components that already consume those vars pick up the active breakpoint without per-component C#.
PanelSettings for samples/wizard use ConstantPixelSize so breakpoint width matches the panel (no Unity ScaleWithScreenSize auto-scale).
7. Bootstrap: how everything is put together
7.1 Boot order (prefer SusApp)
SusApp.Create(uiDocument)
├─ ApplyDefaultTSS (panel: _palette + _font + _global via SusDefault.tss)
├─ EnsureEventSystem
├─ UseIcons → SusIconRegistry
├─ LoadTokenCascade (container):
│ _palette → _font → _theme → design-tokens → _icon → extras
│ + Breakpoint/Density/Scale services + OverlayHost
├─ EnsureWorldSpacePanel (if UseWorldSpace && playing)
├─ UseFonts / UseCustomStyles
├─ Configure callbacks (router / manual UI)
├─ Mount<T> (optional)
└─ SusThemeService.Instance.SetTheme(root, theme) ← lastImportant: the container cascade always includes _palette and _theme (not only design-tokens). Prefer SusApp over hand-rolled root.styleSheets.Add(...).
World-space panel caveat.
EnsureWorldSpacePanelgives the world panel its own token cascade (_palette → _font → _theme → design-tokens), butUseFonts,UseCustomStyles(branding) andSetThemeare applied only to the screen root + OverlayHost — not to the world panel. So world UI (healthbars/nameplates from a downstream UI package) renders with the default Dark theme, default fonts and no branding override. If you need brand colors / a light theme / custom fonts on world UI, apply them toapp.WorldPanel/WorldSpaceService.Default.WorldSpacePanelyourself (e.g.SusThemeService.Instance.SetTheme(worldRoot, theme)and load your branding USS onto it).
7.2 What each layer defines
_palette.uss — L1: --base-color-*, --base-space-*, --base-font-*, --base-radius-*
_font.uss — font families (--font-family-*) + optional family override slots + --sus-font-size-caption…hero
_theme.uss — L2: --thm-* for .theme-dark / .theme-light
design-tokens.uss— L3: --sus-* semantic tokens (colors, space, radius, font family bridges)
_icon.uss — .sus-icon-bg utility7.3 Minimal example
public class AppEntry : MonoBehaviour
{
public UIDocument uiDocument;
void Start()
{
SusApp.Create(uiDocument)
.UseTheme(SusTheme.Dark)
.Mount<App>();
// Fonts, colors, icons, OverlayHost, theme — all wired.
}
}Lower-level alternative (manual cascade):
void Start()
{
SusBootstrap.ApplyDefaultTSS(uiDocument);
var root = uiDocument.rootVisualElement;
SusBootstrap.LoadTokenCascade(root);
SusBootstrap.Mount<App>(root);
SusThemeService.Instance.SetTheme(root, SusTheme.Dark);
}8. File structure
8.1 In sus-core (comes with package)
sus-core/
├── Docs/
│ └── DESIGN_TOKENS.md ← this document
│
├── Runtime/
│ ├── Resources/SusRuntime/
│ │ ├── _palette.uss ← L1 --base-* ✅
│ │ ├── _font.uss ← Fonts (Montserrat) ✅
│ │ ├── _theme.uss ← L2 --thm-* ✅
│ │ ├── design-tokens.uss ← L3 --sus-* ✅
│ │ ├── _icon.uss ← .sus-icon-bg ✅
│ │ ├── Fonts/Montserrat/ ← 6 .ttf
│ │ └── Icons/
│ │ └── core/{regular,fill}/
│ │ (full phosphor/{thin,light,regular,bold,fill,duotone}/
│ │ ships as the optional Samples~/PhosphorIcons sample)
│ ├── SusTheme.cs / Services/SusThemeService.cs
│ ├── SusBreakpointService.cs
│ ├── SusIconRegistry.cs + icon providers
│ ├── SusIcon.cs
│ ├── SusApp.cs
│ └── SusBootstrap.csVersioning note: the package version is tracked in package.json. For every .cs change in sus-core, bump package.json (pre-push hook requires it).
8.2 In a user project (optional override)
Assets/Resources/SusRuntime/
├── _font.uss ← font override
├── _palette.uss ← L1 palette override (optional)
├── _theme.uss ← L2 theme override (optional)
└── Icons/
└── {yourCollection}/{regular|fill|…}/ ← via ResourcesFolderIconProviderOr use SusApp.UseIcons(...) / SusIconSetAsset — see §4.7.
8.3 SUS Theme Editor (Editor tool)
An Editor window for editing _palette.uss visually instead of hand-typing rgb() values: color swatches per token (--base-color-*), a preview strip with a live contrast ratio, and a generator for hover/pressed variants from a source color. Saves back to the project's _palette.uss override.

9. Historical checklist
Phases B–F (palette/theme/L3 tokens, breakpoints, Phosphor icons, SusApp cascade, docs) are done. This buyer page is not a roadmap.
Open font-face work (Thin / ExtraLight / SemiBold / ExtraBold and related _font.uss expansions) is tracked on the internal roadmap and is not part of this package.
| Phase | Outcome | Status |
|---|---|---|
| A — Fonts (shipped subset) | Montserrat 6 styles + semantic font-size tokens + family bridges | ✅ (open faces → internal plan) |
| B — Colors | _palette / _theme / design-tokens + SusThemeService | ✅ |
| C — Dimensions / breakpoints | spacing/radius L1; SusBreakpointService | ✅ |
| D — Icons | Core subset + optional Phosphor sample + registry | ✅ |
| E — Bootstrap | SusApp / LoadTokenCascade | ✅ |
| F — Documentation | this page + package projection | ✅ |
Appendix A: Token Summary Table
Public L3 inventory (61 --sus-*). Source: design-tokens.uss + _font.uss (font-size tokens).
Surfaces / text / border / scrim
| Token | Role | Layer |
|---|---|---|
--sus-bg-page | Page background | Color L3 |
--sus-bg-surface | Card / panel | Color L3 |
--sus-bg-surface-raised | Elevated surface | Color L3 |
--sus-bg-overlay | Overlay surface (--thm-bg-surface-overlay) | Color L3 |
--sus-bg-surface-variant | Variant surface | Color L3 |
--sus-bg-disabled | Disabled fill | Color L3 |
--sus-text-primary | Body text | Color L3 |
--sus-text-secondary | Secondary text | Color L3 |
--sus-text-disabled | Disabled text | Color L3 |
--sus-text-on-primary | Text on filled primary | Color L3 |
--sus-border | Default border | Color L3 |
--sus-border-hover | Hover border | Color L3 |
--sus-border-focus | Focus ring | Color L3 |
--sus-divider | Divider | Color L3 |
--sus-scrim | Modal / overlay dim | Color L3 |
Brand / status / overlays / opacity
| Token | Role | Layer |
|---|---|---|
--sus-primary, --sus-primary-hover, --sus-primary-pressed | Brand | Color L3 |
--sus-secondary, --sus-secondary-hover | Neutral accent | Color L3 |
--sus-success, --sus-success-hover | Success | Color L3 |
--sus-warning, --sus-warning-hover | Warning | Color L3 |
--sus-error, --sus-error-hover | Error | Color L3 |
--sus-info, --sus-info-hover | Info | Color L3 |
--sus-hover-overlay | Hover wash | Color L3 |
--sus-selected-overlay | Selected wash | Color L3 |
--sus-disabled-overlay | Disabled wash | Color L3 |
--sus-opacity-hover, --sus-opacity-focus, --sus-opacity-selected, --sus-opacity-disabled | Numeric opacities | Color L3 |
Fonts
| Token | Role | Layer |
|---|---|---|
--sus-font-body, --sus-font-label, --sus-font-heading, --sus-font-italic | Family bridges (-unity-font) | Font L3 |
--sus-font-size-caption | 10px | Size L3 |
--sus-font-size-small | 12px | Size L3 |
--sus-font-size-body | 14px | Size L3 |
--sus-font-size-subtitle | 16px | Size L3 |
--sus-font-size-heading3 | 20px | Size L3 |
--sus-font-size-heading2 | 24px | Size L3 |
--sus-font-size-heading1 | 32px | Size L3 |
--sus-font-size-hero | 48px | Size L3 |
Spacing / radius
| Token | Role | Layer |
|---|---|---|
--sus-space-0 … --sus-space-64 (0,4,8,12,16,24,32,48,64) | Spacing scale | Size L3 |
--sus-radius-sm … --sus-radius-full (sm,md,lg,xl,full) | Corner radius | Size L3 |
L1 helpers often used next to L3 (not counted in the 61): --font-family-regular, --main-font-family, --base-space-*, --base-radius-*.
Appendix B: Key rules and patterns (identified during the process)
B.1 Statics in USS, dynamics in C#
┌─────────────┬────────────────────────┬──────────────────────────┐
│ Where │ Examples │ Rule │
├─────────────┼────────────────────────┼──────────────────────────┤
│ USS (static)│ background-size, │ Do not change in runtime │
│ │ flex-shrink, │ from props - write in USS │
│ │ margin-left, color, │ │
│ │ font-size (layout) │ │
├─────────────┼────────────────────────┼──────────────────────────┤
│ C# (dynamics) │ width/height from Size, │ Change from props or │
│ │ tint from TintColor, │ runtime logic - in code │
│ │ backgroundImage │ │
│ │ (Resources.Load) │ │
└─────────────┴────────────────────────┴──────────────────────────┘Motivation: The main source of change is props. By changing the props, we only change the dynamic attribute in C#. The statics are in USS and are not spread out in the code. This makes it easier to read and debug.
Example (good):
// C# - only dynamic from props
el.style.width = size; // ← from prop Size
el.style.height = size;
el.AddToClassList("icon-row"); // ← statics in USS
/* USS:
.icon-row { flex-direction: row; align-items: center; margin-bottom: 6px; } */Example (bad - antipattern):
el.style.flexDirection = FlexDirection.Row; // ← static in C# (migrate to USS)
el.style.alignItems = Align.Center;
el.style.color = new StyleColor(Color.white);B.2 Sharq bare <style> — how selectors work
Source (.sharq) Compiled (.uss) Does root match?
─────────────────────────────────────────────────────────────────────
<style> .sus-icon { ✅ YES
flex-shrink: 0; flex-shrink: 0;
</style> }
<style> .sus-icon .sus-icon { ❌ NO
.sus-icon { flex-shrink: 0; (.sus-icon inside .sus-icon)
flex-shrink: 0; }
}
</style>
<style> .sus-icon .child { ✅ YES (if child is inside)
.child { ... }
...
}
</style>Rule: if you need to style the ROOT of a component, write the properties directly in <style> without selector. If you need to style child elements, use their classes (without the component prefix).
In special cases (self-target, container-target - see rule sharq-css-scoping.mdc) — move the rule to companion .uss as unscoped.
B.3 backgroundImage re-assert pattern
UI Toolkit Known Issue: VectorImage sometimes doesn't render on the first frame. Proven pattern (from old SizedIcon):
el.style.backgroundImage = new StyleBackground(vec);
el.MarkDirtyRepaint();
el.schedule.Execute(() =>
{
el.style.backgroundImage = new StyleBackground(vec);
el.MarkDirtyRepaint();
}).ExecuteLater(0);
el.schedule.Execute(() =>
{
el.style.backgroundImage = new StyleBackground(vec);
el.MarkDirtyRepaint();
}).ExecuteLater(16); // next frameReinstalling backgroundImage three times: immediately, after 0 frames, after ~1 frame. This ensures that VectorImage will not be “lost” when the tree is rebuilt.
B.4 SVG Import: tessellationMode
| Parameter | Meaning | Why |
|---|---|---|
svgType | 3 | UI Toolkit Vector Image (not Texture2D) |
tessellationMode | 1 | Antialiased Arc Encoding - smooth edges on arcs |
textureSize | 256 | Enough for icons up to 48px |
sampleCount | 4 | Multisampling for subpixel AA |
Never use tessellationMode: 0 (Basic Triangulation) - Gives pixelated/jagged edges on SVG curves.
B.5 USS loading: prefer SusApp / LoadTokenCascade
// ✅ Correct: SusApp (or LoadTokenCascade) on the document root
SusApp.Create(uiDocument)
.UseTheme(SusTheme.Dark)
.Mount<App>();
// Cascade order: _palette → _font → _theme → design-tokens → _icon → extras + OverlayHost
// Panel TSS (_global) via ApplyDefaultTSS / SusDefault.tss
// ✅ Lower-level
SusBootstrap.ApplyDefaultTSS(uiDocument);
SusBootstrap.LoadTokenCascade(uiDocument.rootVisualElement);
// ❌ Incorrect: hand-add only design-tokens without _palette/_theme
root.styleSheets.Add(designTokensSheet);B.6 Versioning sus-core
For any change to .cs in sus-core:
- Increment the version in
sus-core/package.json(patch version) - Commit with version tag
- Push → cache in Unity Package Manager
- Clear
Library/PackageCache/com.sharq-it.sus.core/in the client - Delete
Packages/packages-lock.json - Refresh Unity → the package will be resolved again
Script (.uss, .svg, .meta) changes do not require a manual cache flush.

