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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.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

Warlander/DeedPlanner-3스타 26(GitHub 26 + cccskills 0)

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  • SKILL.md3.7 KB

SKILL.md(원문)

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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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같은 저장소의 스킬

Map and editing guide for Assets/Scenes/MainScene.unity (the main editor scene of DeedPlanner 3). Use whenever reading, querying, or modifying the main scene — finding a UI element, tab, panel, camera, or manager in the hierarchy, checking how a view is wired into VContainer DI, or planning scene edits. Contains the full structural map so you don't have to scan the 25k-line YAML.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

Warlander/DeedPlanner-3262026년 10월 21일 업데이트

Generates custom Shader Graph nodes from HLSL code. Use when the user wants to create a new Shader Graph node or make existing HLSL code work as a reflected function node.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

Warlander/DeedPlanner-3262026년 10월 21일 업데이트

Edits Unity sprite properties by generating C# editor scripts using ISpriteEditorDataProvider APIs. Handles sprite rectangles, borders, pivots, outlines, and slicing operations (automatic, grid, isometric). Use when working with sprite assets, sprite sheets, texture atlases, or sprite slicing.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

Warlander/DeedPlanner-3262026년 10월 21일 업데이트

ui

무료

Unity UI expert for menus, HUDs, screens, panels, buttons, labels, and all visual interface elements. Handles questions about UI in scenes or prefabs (how many elements, what exists, structure analysis), styling changes (colors, borders, backgrounds, fonts, spacing, rounded corners), layout adjustments, and UI generation. Routes to UI Toolkit, uGUI, or IMGUI based on project context.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

Warlander/DeedPlanner-3262026년 10월 21일 업데이트

ui-imgui

무료

Unity IMGUI (Immediate Mode GUI) expert for legacy editor tools using OnGUI/immediate mode. Generates and modifies IMGUI EditorWindows, custom Inspectors, PropertyDrawers, and scripts with IMGUI code (OnGUI, OnInspectorGUI). Use when maintaining existing IMGUI editor code or when user explicitly requests IMGUI/OnGUI.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

Warlander/DeedPlanner-3262026년 10월 21일 업데이트

ui-ugui

무료

Unity uGUI (Canvas-based) UI expert. Understands, edits, and generates Canvas hierarchies, RectTransforms, Layout Groups, and prefab UI. Use for requests involving Canvas, uGUI, RectTransform, or .prefab UI files.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

Warlander/DeedPlanner-3262026년 10월 21일 업데이트

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