So, Mike Hunt, your question is so interested me, I decided to implement a full solution. After three hours of trying different things, I ended up with this step-by-step solution: (please note, that IS NOT very good code, so I will accept any editions) Creating Content Panel -- (this panel will be a container for our context-menu buttons) - Create new `UI Panel` - Set `anchor` to bottom-left - Set `width` to 300 (as you wish) - Add to a panel a new component `Vertical Layout Group` and set `Child Alignment` to upper-center, `Child Force Expand` to width (not height) - Add to a panel a new component `Content Size Fitter` and set `Vertical Fit` to Min Size - Save it as prefab (at this point our Panel will shrink down to line. It's normal. This panel will accept buttons as childs, align them vertically and stretch to summary content height) Creating Sample Button -- (this button will be instantiated and customized to show context-menu items) - Create new UI Button - Set `anchor` to top-left - Add to a button a new component `Layout Element`, set `Min Height` to 30, `Preferred Height` to 30 - Save it as prefab Creating ContextMenu.cs script -- (this script has a method that creates and shows Context Menu) <!-- language: c# --> using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; [System.Serializable] public class ContextMenuItem { // this class - just a box to some data public string text; // text to display on button public Button button; // sample button prefab public Action<Image> action; // delegate to method, that need to be executed when button is clicked public ContextMenuItem(string text, Button button, Action<Image> action) { this.text = text; this.button = button; this.action = action; } } public class ContextMenu : MonoBehaviour { public Image contentPanel; // content panel prefab public Canvas canvas; // link to main canvas, where will be Context Menu private static ContextMenu instance; // some kind of singletone here public static ContextMenu Instance { get { if(instance == null) { instance = FindObjectOfType(typeof(ContextMenu)) as ContextMenu; if(instance == null) { instance = new ContextMenu(); } } return instance; } } public void CreateContextMenu(List<ContextMenuItem> items, Vector2 position) { // here we are creating and displaying Context Menu Image panel = Instantiate(contentPanel, new Vector3(position.x, position.y, 0), Quaternion.identity) as Image; panel.transform.SetParent(canvas.transform); panel.transform.SetAsLastSibling(); panel.rectTransform.anchoredPosition = position; foreach(var item in items) { ContextMenuItem tempReference = item; Button button = Instantiate(item.button) as Button; Text buttonText = button.GetComponentInChildren(typeof(Text)) as Text; buttonText.text = item.text; button.onClick.AddListener(delegate { tempReference.action(panel); }); button.transform.SetParent(panel.transform); } } } - Attach this script to a Canvas and populate fields. Drag-n-drop `ContentPanel` prefab to corresponding slot, and drag Canvas itself to slot `Canvas`. Creating ItemController.cs script -- <!-- language: c# --> using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; public class ItemController : MonoBehaviour { public Button sampleButton; // sample button prefab private List<ContextMenuItem> contextMenuItems; // list of items in menu void Awake() { // Here we are creating and populating our future Context Menu. // I do it in Awake once, but as you can see, // it can be edited at runtime anywhere and anytime. contextMenuItems = new List<ContextMenuItem>(); Action<Image> equip = new Action<Image>(EquipAction); Action<Image> use = new Action<Image>(UseAction); Action<Image> drop = new Action<Image>(DropAction); contextMenuItems.Add(new ContextMenuItem("Equip", sampleButton, equip)); contextMenuItems.Add(new ContextMenuItem("Use", sampleButton, use)); contextMenuItems.Add(new ContextMenuItem("Drop", sampleButton, drop)); } void OnMouseOver() { if(Input.GetMouseButtonDown(1)) { Vector3 pos = Camera.main.WorldToScreenPoint(transform.position); ContextMenu.Instance.CreateContextMenu(contextMenuItems, new Vector2(pos.x, pos.y)); } } void EquipAction(Image contextPanel) { Debug.Log("Equipped"); Destroy(contextPanel.gameObject); } void UseAction(Image contextPanel) { Debug.Log("Used"); Destroy(contextPanel.gameObject); } void DropAction(Image contextPanel) { Debug.Log("Dropped"); Destroy(contextPanel.gameObject); } } - Create sample object in the scene (i.e `Cube`), place it to be visible to camera and attach this script to it. Drag-n-drop `sampleButton` prefab to corresponding slot. Now, try to run it. When you right-clicking object, context menu should appear, populated with list that we made. Pressing buttons will print into console some text, and context menu will be destroyed. P.S. sorry for my English. ***Possible improvements:*** - even more generic! - better memory management (dirty links, not destroying panel, disabling) - some fancy stuff ***Sample project*** (Unity Personal 5.2.0, VisualStudio Plugin): https://drive.google.com/file/d/0B7iGjyVbWvFwUnRQRVVaOGdDc2M/view?usp=sharing (I don't know is it allowed to post links like that, so dear Moderator, delete it if you wish)