unity-ui

Build and optimize Unity UI with UI Toolkit and UGUI. Masters responsive layouts, event systems, and performance optimization. Use for UI implementation, Canvas optimization, or cross-platform UI challenges.

8 stars

Best use case

unity-ui is best used when you need a repeatable AI agent workflow instead of a one-off prompt.

Build and optimize Unity UI with UI Toolkit and UGUI. Masters responsive layouts, event systems, and performance optimization. Use for UI implementation, Canvas optimization, or cross-platform UI challenges.

Teams using unity-ui should expect a more consistent output, faster repeated execution, less prompt rewriting.

When to use this skill

  • You want a reusable workflow that can be run more than once with consistent structure.

When not to use this skill

  • You only need a quick one-off answer and do not need a reusable workflow.
  • You cannot install or maintain the underlying files, dependencies, or repository context.

Installation

Claude Code / Cursor / Codex

$curl -o ~/.claude/skills/unity-ui/SKILL.md --create-dirs "https://raw.githubusercontent.com/creator-hian/claude-code-plugins/main/unity-plugin/skills/unity-ui/SKILL.md"

Manual Installation

  1. Download SKILL.md from GitHub
  2. Place it in .claude/skills/unity-ui/SKILL.md inside your project
  3. Restart your AI agent — it will auto-discover the skill

How unity-ui Compares

Feature / Agentunity-uiStandard Approach
Platform SupportNot specifiedLimited / Varies
Context Awareness High Baseline
Installation ComplexityUnknownN/A

Frequently Asked Questions

What does this skill do?

Build and optimize Unity UI with UI Toolkit and UGUI. Masters responsive layouts, event systems, and performance optimization. Use for UI implementation, Canvas optimization, or cross-platform UI challenges.

Where can I find the source code?

You can find the source code on GitHub using the link provided at the top of the page.

SKILL.md Source

# Unity UI - User Interface Systems

## Overview

Unity UI systems covering both UI Toolkit (modern) and UGUI (Canvas-based legacy).

**Foundation Required**: `unity-csharp-fundamentals` (TryGetComponent, FindAnyObjectByType, null-safe coding)

**Core Topics**:
- UI Toolkit (UIElements) for editor and runtime
- UGUI (Canvas) for game UI
- Responsive layouts and anchors
- Event systems
- UI performance optimization
- Data binding patterns

## Quick Start

### UGUI Button

```csharp
using UnityEngine.UI;

public class UIController : MonoBehaviour
{
    [SerializeField] private Button mActionButton;
    [SerializeField] private Text mStatusText;

    void Start()
    {
        mActionButton.onClick.AddListener(OnButtonClick);
    }

    void OnButtonClick()
    {
        mStatusText.text = "Button clicked!";
    }
}
```

### UI Toolkit (Runtime)

```csharp
using UnityEngine.UIElements;

public class UIController : MonoBehaviour
{
    void OnEnable()
    {
        UIDocument uiDocument;
        if (TryGetComponent(out uiDocument))
        {
            VisualElement root = uiDocument.rootVisualElement;
            Button button = root.Q<Button>("action-button");
            button.clicked += OnButtonClick;
        }
    }

    void OnButtonClick()
    {
        Debug.Log("Button clicked!");
    }
}
```

## UI Systems Comparison

| Feature | UI Toolkit | UGUI |
|---------|-----------|------|
| Performance | Better | Good |
| Styling | USS (CSS-like) | Inspector |
| Layout | Flexbox | RectTransform |
| Best For | Complex UI, tools | Game UI |
| Learning Curve | Steeper | Easier |

## Canvas Optimization (UGUI)

```csharp
// Separate static and dynamic UI into different canvases
// Static canvas: rarely changes
// Dynamic canvas: updates frequently

// Disable raycasting on non-interactive elements
[SerializeField] private Image mBackground;

void Start()
{
    mBackground.raycastTarget = false; // Not clickable
}

// Use CanvasGroup for fade effects (TryGetComponent for null-safe access)
CanvasGroup canvasGroup;
if (panel.TryGetComponent(out canvasGroup))
{
    canvasGroup.alpha = 0.5f; // Fade without rebuilding Canvas
}
```

## Responsive Layout

```csharp
// Use anchors for responsive design
// Anchor presets: Stretch, Top-Left, Center, etc.

// Canvas Scaler settings (TryGetComponent pattern)
CanvasScaler scaler;
if (TryGetComponent(out scaler))
{
    scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
    scaler.referenceResolution = new Vector2(1920, 1080);
    scaler.matchWidthOrHeight = 0.5f; // Balance between width/height
}
```

## Reference Documentation

### [UI Systems Reference](references/ui-systems.md)
Comprehensive UI guide:
- UI Toolkit vs UGUI decision guide
- Layout and styling patterns
- Performance optimization techniques

## Best Practices

1. **Separate canvases**: Static vs dynamic content
2. **Disable raycasts**: On non-interactive elements
3. **Use CanvasGroup**: For fade effects without rebuild
4. **Atlas textures**: Pack UI sprites for batching
5. **Hide instead of destroy**: Pool UI elements
6. **Test multiple resolutions**: Ensure responsive design
7. **Profile UI**: Check Canvas rebuild overhead

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