Current architecture
Build local web assets. PrismaUI renders them in Fallout 4 and exposes a versioned native bridge for lifecycle, focus, engine-thread work, input, controller actions, prompts, translations and game UI integration.
V1-V12
One canonical PrismaUI_F4_API.h header contains V1 through V12. V11 adds verified Fallout window-thread dispatch and V12 adds focused-view controller actions.
Framework-owned actions
Bind A/B/X/Y, shoulders, triggers, stick clicks, Start/Back, and D-pad actions to the exact focused Prisma view without a competing raw controller sink.
Ultralight 1.4.0
PrismaUI runs Ultralight inside Fallout 4 with the rewritten D3D11 GPU-accelerated presentation path and a controlled CPU BitmapSurface fallback.
HTML / CSS / JavaScript
Use vanilla web assets or a compiled React, Vue, or Svelte build. Bundle required dependencies locally with your mod.
Runs in the game world
Build overlays and panels without editing Scaleform SWFs.

Start with V12
Include the single PrismaUI_F4_API.h SDK header, request the exact runtime interface, null-check it, create the view, then bind controller actions after DOM-ready.
#include "PrismaUI_F4_API.h"
static PRISMA_UI_API::IVPrismaUI12* g_api = nullptr;
static PrismaView g_view = 0;
static void OnDomReady(PrismaView view) {
g_api->BindControllerAction(view, "X", "panel.secondary");
g_api->BindControllerAction(view, "LB", "panel.previous");
g_api->BindControllerAction(view, "RB", "panel.next");
}
// On kGameDataReady:
g_api = PRISMA_UI_API::RequestPluginAPI<PRISMA_UI_API::IVPrismaUI12>();
if (!g_api) return;
// Create your view after the game is ready:
g_view = g_api->CreateView("MyPlugin/index.html", OnDomReady);
Developer reference and Prisma MCP
The public repository carries the canonical V1-V12 SDK header, per-method reference pages, current controller and threading guides, and prisma-mcp so AI tooling can query the same verified API contract instead of guessing from older PrismaUI material.
