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@jim_unwin the way Unity's UI system does navigation is pretty good, imo. each control defines an up/down/left/right neighbour. works well with D-pad, & smooshing analogue inputs down into cardinal directions is fine for most UI
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@jim_unwin have implemented more complicated schemes for arbitrary movement to elements - the kind of heuristics you'd imagine would work, do work. but as with so much of this, it is pretty context dependent - what does your UI look like, how often are players hitting it, etc