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unity-ui-build

DeedPlanner 3 overlay for implementing approved UI mockups as real uGUI. Use with ui and ui-ugui when turning a design into panels, buttons, or palettes; owns project-specific prefab reuse, MVP wiring, and verification.

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Warlander/DeedPlanner-326 stars(GitHub 26 + cccskills 0)

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SKILL.md (original)

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Unity UI Build — DeedPlanner Overlay

Load ui and ui-ugui first for generic Unity UI guidance. This skill adds or overrides only DeedPlanner-specific rules. Pair it with unity-ui-screenshot for before/after capture.

AGENTS.md owns the project-wide rules: MVP, .meta GUID preservation, Unity CLI usage, and the verification ladder.

DeedPlanner overrides to ui-ugui

  • Match existing C# imports; fully qualify UI types only where ambiguity requires it and always in CLI eval code.
  • Keep C# with its owning module, not beside prefabs. Updater views live in Assets/Warlander/Deedplanner/Editing/<Tab>/; shared UI lives under Ui/<Feature>/; bridge widgets live under Bridges/Widgets/.
  • Keep prefabs in the established Assets/Prefabs/ hierarchy.
  • Fix existing hierarchy objects in place. Deliberate, approved removal of dead UI is allowed after updating serialized references.

Prefab rules (owned here, non-negotiable)

  • Reuse existing prefabs. Before building UI, check Assets/Prefabs/ for a similar control: Assets/Prefabs/Gui/Simple Button.prefab, Assets/Prefabs/Gui/Icon and Text Toggle Button.prefab, tab panels in Assets/Prefabs/MainScene/Tabs/, and tree/search composites. Never hand-build what a prefab already does.
  • Wire inside the parent prefab context, never as scene overrides. If the things being wired live inside a prefab, edit that prefab, not the scene instance.
  • Delete dead UI from prefabs. Never disable with SetActive(false) and leave it — remove unused objects outright.
  • New tab panels follow the * Tab.prefab convention with a UIContentTab component (serialized tab int must match the Tab enum value).

MVP wiring specifics

  • Keep each view and its I*View interface with the owning module path described above.
  • Register in Composition/MainSceneLifetimeScope.cs: view via RegisterComponentInHierarchy, presenter via RegisterEntryPoint. Updaters register .As<IUpdater>() (add .AsSelf() if presenters depend on the concrete updater, like BridgesUpdater).
  • Input: reuse the shared UpdatersShared action map (LMB place / RMB delete) — no new bindings without asking.

Editing via CLI (connected Editor)

Discover names with unity list. Useful commands: create_gameobject, add_component, set_parent, set_transform, set_serialized_field, instantiate_prefab, set_active, rename_gameobject, delete_gameobject, save_prefab_contents, save_scene. Prefer prefab-stage edits, then save_prefab_contents. Use move_asset/rename_asset for file moves (CLAUDE.md's GUID rule).

Layout fidelity checklist (mockup → UI)

Match the mockup's LAYOUT, not its pixels:

  1. Same sections in the same order, same controls per section.
  2. Relative sizes preserved (a tree that dominates the mockup must dominate the panel).
  3. Sizing strategy per element decided up front: fixed (buttons), stretch (search bar, tree), aspect-locked (icons). Use anchors + LayoutGroups (VerticalLayoutGroup for panel sections, GridLayoutGroup for palettes) instead of hand-placed rects.
  4. Themed via the same sprites/fonts the neighboring panels use — copy component settings from an existing tab panel rather than restyling from scratch.

Verify

  1. Compile clean (CLAUDE.md verification ladder).
  2. Capture the built panel with the unity-ui-screenshot workflow, compare against the mockup section by section.
  3. Exit play mode, reopen scene without saving (or save scene deliberately if edits were in-scene and intended).

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