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unity-ui

Unity 6 UI development guide. Use when building user interfaces, menus, HUD, buttons, or any UI elements. Covers UI Toolkit (recommended for new projects — USS, UXML, UI Builder, data binding), uGUI/Canvas (legacy runtime UI), and IMGUI. Based on Unity 6.3 LTS documentation.

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含まれるファイル(6)

  • SKILL.md17.5 KB
  • LICENSE1.0 KB
  • references/textmeshpro.md6.6 KB
  • references/ugui-legacy.md15.2 KB
  • references/ui-data-binding.md13.2 KB
  • references/ui-toolkit-guide.md18.0 KB

SKILL.md(原文)

インストールする前に、エージェントに与えられる指示の中身を確認できます。

Unity UI Systems

Unity provides three UI frameworks. UI Toolkit is the recommended system for new projects. uGUI remains supported for legacy and certain runtime use cases. IMGUI is strictly for Editor tooling and debugging.

UI System Comparison

FeatureUI ToolkituGUI (Canvas)IMGUI
Recommended for new projectsYesNo (legacy)No
Runtime game UIYesYesNot recommended
Editor extensionsYesNoYes
ApproachWeb-inspired (UXML + USS + C#)GameObject + ComponentCode-only (OnGUI)
Layout systemFlexbox (Yoga)RectTransform + AnchorsImmediate mode
StylingUSS stylesheetsPer-component propertiesGUIStyle / GUISkin
Visual authoringUI BuilderScene ViewNone
PerformanceOptimized retained modeCanvas batchingRedraws every frame
Data bindingSerializedObject + Runtime bindingManual via codeManual via code
World-space UISupportedCanvas World Space modeNot supported
Input integrationPointer/Keyboard eventsEventSystem + RaycastersEvent.current

Decision guide:

  • New runtime UI (menus, HUD, inventory) --> UI Toolkit
  • New Editor windows / inspectors --> UI Toolkit
  • Existing project with uGUI --> Continue with uGUI, migrate incrementally
  • Quick debug overlays in Editor --> IMGUI
  • World-space UI on 3D objects --> Either UI Toolkit or uGUI World Space Canvas

UI Toolkit

UI Toolkit is Unity's modern UI framework inspired by web technologies. It uses UXML for structure, USS for styling, and C# for logic.

Core Architecture

UIDocument (MonoBehaviour on GameObject)
  --> VisualTreeAsset (.uxml)  -- defines structure
  --> StyleSheet (.uss)         -- defines appearance
  --> C# script                 -- defines behavior

All UI elements inherit from VisualElement. The root is accessed via rootVisualElement.

UXML Structure

UXML defines the UI hierarchy declaratively:

<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements">
    <ui:Style src="MainMenu.uss" />
    <ui:VisualElement name="root-container" class="container">
        <ui:Label text="Game Menu" class="title" />
        <ui:Button text="Play" name="play-button" class="menu-btn" />
        <ui:Button text="Settings" name="settings-button" class="menu-btn" />
        <ui:Toggle label="Fullscreen" name="fullscreen-toggle" />
        <ui:Slider label="Volume" low-value="0" high-value="100" name="volume-slider" />
        <ui:TextField label="Player Name" name="player-name" />
    </ui:VisualElement>
</ui:UXML>

Key points:

  • xmlns:ui="UnityEngine.UIElements" is the standard namespace
  • Reference USS files with <ui:Style src="..." />
  • Use name attribute for C# queries, class for USS styling
  • Templates can be imported: <ui:Template src="other.uxml" name="other" />

USS Styling

USS uses CSS-like syntax with Unity-specific extensions. All USS properties use the prefix -unity- for Unity-specific features.

/* Type selector */
Button {
    background-color: #2D2D2D;
    border-radius: 4px;
    padding: 8px 16px;
    -unity-font-style: bold;
}

/* Class selector */
.menu-btn {
    width: 200px;
    height: 40px;
    margin: 4px 0;
    font-size: 16px;
    color: #FFFFFF;
}

/* Name selector */
#play-button {
    background-color: #4CAF50;
}

/* Pseudo-class */
.menu-btn:hover {
    background-color: #555555;
    scale: 1.05 1.05;
}

.menu-btn:active {
    background-color: #333333;
}

.menu-btn:disabled {
    opacity: 0.5;
}

/* Descendant selector */
.container > Label {
    -unity-text-align: middle-center;
}

/* USS variables */
:root {
    --primary-color: #4CAF50;
    --font-large: 24px;
}

.title {
    color: var(--primary-color);
    font-size: var(--font-large);
}

Selector types: Type (Button), Name (#name), Class (.class), Universal (*), Descendant (A B), Child (A > B), Multiple (A.class), Pseudo-classes (:hover, :active, :focus, :disabled, :checked).

Layout is Flexbox-based: Use flex-direction, flex-grow, flex-shrink, justify-content, align-items, align-self, flex-wrap. Default direction is column.

C# Setup and Interaction

using UnityEngine;
using UnityEngine.UIElements;

public class MainMenuController : MonoBehaviour
{
    [SerializeField] private UIDocument uiDocument;

    private Button playButton;
    private Button settingsButton;
    private Toggle fullscreenToggle;
    private Slider volumeSlider;
    private TextField playerNameField;

    private void OnEnable()
    {
        var root = uiDocument.rootVisualElement;

        // Query single elements by name
        playButton = root.Q<Button>("play-button");
        settingsButton = root.Q<Button>("settings-button");
        fullscreenToggle = root.Q<Toggle>("fullscreen-toggle");
        volumeSlider = root.Q<Slider>("volume-slider");
        playerNameField = root.Q<TextField>("player-name");

        // Register click callbacks
        playButton.RegisterCallback<ClickEvent>(OnPlayClicked);
        settingsButton.RegisterCallback<ClickEvent>(OnSettingsClicked);

        // Register value change callbacks
        fullscreenToggle.RegisterValueChangedCallback(OnFullscreenChanged);
        volumeSlider.RegisterValueChangedCallback(OnVolumeChanged);

        // Query multiple elements by class
        var allButtons = root.Query<Button>(className: "menu-btn").ToList();
    }

    private void OnDisable()
    {
        playButton.UnregisterCallback<ClickEvent>(OnPlayClicked);
        settingsButton.UnregisterCallback<ClickEvent>(OnSettingsClicked);
        fullscreenToggle.UnregisterValueChangedCallback(OnFullscreenChanged);
        volumeSlider.UnregisterValueChangedCallback(OnVolumeChanged);
    }

    private void OnPlayClicked(ClickEvent evt) => Debug.Log("Play clicked");
    private void OnSettingsClicked(ClickEvent evt) => Debug.Log("Settings clicked");

    private void OnFullscreenChanged(ChangeEvent<bool> evt)
    {
        Screen.fullScreen = evt.newValue;
    }

    private void OnVolumeChanged(ChangeEvent<float> evt)
    {
        AudioListener.volume = evt.newValue / 100f;
    }
}

Programmatic UI creation (no UXML):

private void CreateUIFromCode()
{
    var root = uiDocument.rootVisualElement;

    var container = new VisualElement();
    container.AddToClassList("container");
    root.Add(container);

    var label = new Label("Created from C#");
    container.Add(label);

    var button = new Button(() => Debug.Log("Clicked")) { text = "Click Me" };
    button.name = "dynamic-button";
    container.Add(button);
}

Event System

UI Toolkit events propagate in two phases:

  1. Trickle-down -- from root to target element
  2. Bubble-up -- from target back to root
// Default: bubble-up phase
element.RegisterCallback<PointerDownEvent>(OnPointerDown);

// Trickle-down phase (parent reacts before children)
element.RegisterCallback<PointerDownEvent>(OnPointerDown, TrickleDown.TrickleDown);

// Pass custom data to callbacks
element.RegisterCallback<ClickEvent, string>(OnClickWithData, "my-data");

// Set value without triggering ChangeEvent
myControl.SetValueWithoutNotify(newValue);

Data Binding

SerializedObject binding (Editor / Inspector UI):

// In UXML: <ui:IntegerField binding-path="m_Health" label="Health" />
// In C#:
var healthField = new IntegerField("Health") { bindingPath = "m_Health" };
root.Add(healthField);
root.Bind(new SerializedObject(targetComponent));

Bindable objects: MonoBehaviour, ScriptableObject, native Unity types, primitives. Only the value property of INotifyValueChanged elements can be bound.

Runtime binding connects plain C# objects to UI controls, works in both Editor and runtime contexts. Set data sources on elements and define binding modes for synchronization direction.

See: references/ui-data-binding.md

Manipulators

Manipulators encapsulate event-handling logic, separating interaction from UI code:

public class DragManipulator : PointerManipulator
{
    private Vector3 startPosition;
    private bool isDragging;

    public DragManipulator(VisualElement target)
    {
        this.target = target;
    }

    protected override void RegisterCallbacksOnTarget()
    {
        target.RegisterCallback<PointerDownEvent>(OnPointerDown);
        target.RegisterCallback<PointerMoveEvent>(OnPointerMove);
        target.RegisterCallback<PointerUpEvent>(OnPointerUp);
    }

    protected override void UnregisterCallbacksFromTarget()
    {
        target.UnregisterCallback<PointerDownEvent>(OnPointerDown);
        target.UnregisterCallback<PointerMoveEvent>(OnPointerMove);
        target.UnregisterCallback<PointerUpEvent>(OnPointerUp);
    }

    private void OnPointerDown(PointerDownEvent evt)
    {
        startPosition = evt.position;
        isDragging = true;
        target.CapturePointer(evt.pointerId);
        evt.StopPropagation();
    }

    private void OnPointerMove(PointerMoveEvent evt)
    {
        if (!isDragging) return;
        var delta = evt.position - startPosition;
        target.transform.position += (Vector3)delta;
        startPosition = evt.position;
    }

    private void OnPointerUp(PointerUpEvent evt)
    {
        isDragging = false;
        target.ReleasePointer(evt.pointerId);
        evt.StopPropagation();
    }
}

// Usage:
myElement.AddManipulator(new DragManipulator(myElement));

Built-in manipulator classes: Manipulator (base), PointerManipulator, MouseManipulator, Clickable, ContextualMenuManipulator, KeyboardNavigationManipulator.

Custom Controls

// Unity 6+ recommended pattern: [UxmlElement] attribute (replaces deprecated UxmlFactory/UxmlTraits)
[UxmlElement]
public partial class HealthBar : VisualElement
{
    [UxmlAttribute]
    public float MaxHealth { get; set; } = 100f;

    private VisualElement fillBar;
    private float currentHealth;

    public float CurrentHealth
    {
        get => currentHealth;
        set
        {
            currentHealth = Mathf.Clamp(value, 0, MaxHealth);
            fillBar.style.width = Length.Percent(currentHealth / MaxHealth * 100f);
        }
    }

    public HealthBar()
    {
        AddToClassList("health-bar");
        fillBar = new VisualElement();
        fillBar.AddToClassList("health-bar__fill");
        Add(fillBar);
    }
}

uGUI / Canvas System (Legacy)

uGUI is Unity's older GameObject-based UI system. It uses Canvas, RectTransform, and the EventSystem.

Canvas Render Modes

ModeDescriptionUse Case
Screen Space - OverlayRenders on top of everything, scales with screenStandard HUD, menus
Screen Space - CameraRendered by a specific camera, affected by perspectiveUI with depth effects
World SpaceCanvas as a 3D object in the sceneIn-world displays, VR UI

Core Components

Visual: Text, Image, RawImage Interaction: Button, Toggle, ToggleGroup, Slider, Scrollbar, Dropdown, InputField, ScrollRect Layout: HorizontalLayoutGroup, VerticalLayoutGroup, GridLayoutGroup, ContentSizeFitter, AspectRatioFitter, LayoutElement

RectTransform and Anchoring

All uGUI elements use RectTransform instead of Transform. Anchors define how an element positions relative to its parent:

  • Anchor Min/Max as fractions (0.0 = left/bottom, 1.0 = right/top)
  • Together anchors: fixed position (Pos X, Pos Y, Width, Height)
  • Separated anchors: stretching (Left, Right, Top, Bottom padding)
  • Pivot: center point for rotation and scaling

uGUI Example

using UnityEngine;
using UnityEngine.UI;

public class MenuManager : MonoBehaviour
{
    [SerializeField] private Button playButton;
    [SerializeField] private Slider volumeSlider;
    [SerializeField] private Toggle muteToggle;

    private void OnEnable()
    {
        playButton.onClick.AddListener(OnPlayClicked);
        volumeSlider.onValueChanged.AddListener(OnVolumeChanged);
        muteToggle.onValueChanged.AddListener(OnMuteToggled);
    }

    private void OnDisable()
    {
        playButton.onClick.RemoveListener(OnPlayClicked);
        volumeSlider.onValueChanged.RemoveListener(OnVolumeChanged);
        muteToggle.onValueChanged.RemoveListener(OnMuteToggled);
    }

    private void OnPlayClicked() => Debug.Log("Play");
    private void OnVolumeChanged(float value) => AudioListener.volume = value;
    private void OnMuteToggled(bool muted) => AudioListener.pause = muted;
}

Draw Order

Elements render in Hierarchy order: first child drawn first, last child drawn on top. Reorder with Transform.SetAsFirstSibling(), SetAsLastSibling(), SetSiblingIndex().

See: references/ugui-legacy.md


Anti-Patterns

Anti-PatternProblemCorrect Approach
Using inline styles everywherePer-element memory overheadUse USS files for shared styles
Universal selectors in complex USS (A * B)Poor selector performance at scaleUse BEM class naming, child selectors
Heavy :hover on elements with many descendantsMouse movement invalidates entire hierarchiesLimit :hover to leaf elements
Calling Bind() inside CreateInspectorGUI()Double-binding, automatic binding occurs after returnLet auto-binding handle it, or call Bind only on manually created UI
Rebuilding entire UI every frameDefeats retained-mode benefitsUpdate only changed elements
Multiple Canvases with dynamic content (uGUI)Canvas rebuild batches on any child changeSplit static and dynamic UI into separate Canvases
Not unregistering callbacksMemory leaks, stale referencesAlways unregister in OnDisable or OnDestroy
Using IMGUI for runtime game UIRedraws every frame, poor performanceUse UI Toolkit or uGUI
Forgetting EventSystem in scene (uGUI)No input events processedEnsure one EventSystem exists in scene

Key API Quick Reference

UI Toolkit

APIPurpose
UIDocumentMonoBehaviour that hosts a VisualTreeAsset
rootVisualElementRoot of the visual tree
Q<T>("name")Query single element by name
Q<T>(className: "cls")Query single element by class
Query<T>().ToList()Query multiple elements
RegisterCallback<TEvent>(callback)Register event handler
UnregisterCallback<TEvent>(callback)Remove event handler
RegisterValueChangedCallback(callback)Listen for value changes
SetValueWithoutNotify(value)Set value silently
AddToClassList("class")Add USS class
RemoveFromClassList("class")Remove USS class
AddManipulator(manipulator)Attach event manipulator
style.display = DisplayStyle.NoneHide element
style.display = DisplayStyle.FlexShow element
VisualTreeAsset.Instantiate()Create instance from UXML
element.Bind(serializedObject)Bind to SerializedObject

uGUI

APIPurpose
CanvasRoot container for all uGUI elements
CanvasScalerControls UI scaling across resolutions
GraphicRaycasterEnables input detection on Canvas
EventSystemCentral input event dispatcher
RectTransformTransform with anchoring and sizing
Button.onClickUnityEvent for click
Toggle.onValueChangedUnityEvent for toggle change
Slider.onValueChangedUnityEvent for slider change
LayoutGroupAuto-layout for children

Related Skills

  • unity-foundations -- GameObject, Component, MonoBehaviour lifecycle
  • unity-scripting -- C# patterns, SerializeField, events
  • unity-input -- Input System integration with UI

TextMeshPro

For all text rendering, use TextMeshPro (TMP) — not legacy UI.Text. TMP uses SDF rendering for crisp text at any scale. Use TextMeshProUGUI for Canvas UI, TextMeshPro for 3D world text. Use SetText("Score: {0}", value) for zero-allocation updates. See references/textmeshpro.md for full API, rich text tags, font assets, and patterns.

Additional Resources


Project Addendum (CEDEC): CSS→USS変換チェックリスト

HTML/CSSやFigma MCP出力(React+Tailwind)をUXML/USSへ翻訳するときは、 必ず uitk-import スキルの references/css-to-uss-checklist.md で検査すること。 display:grid / var()のネスト / rem単位 / box-shadow / :nth-child などCSSの常識がUSSでは通用しない箇所を列挙してある。

(このスキル本体は https://github.com/Nice-Wolf-Studio/unity-claude-skills の unity-ui スキル(MIT)を導入したもの。references/ugui-legacy.md と textmeshpro.md は本プロジェクト(純UI Toolkit)では原則不要)

レビュー

まだレビューはありません。使ってみた感想をお寄せください。

同じリポジトリのスキル

概要と使いどころ

figma-make-prompt

無料日本語概要

Unityゲーム画面用のFigma Make(Figma AI)投入プロンプトを壁打ちで設計・生成する。UI Toolkit(UXML/USS)への変換を見据えた制約込み。ユーザーが「Figma用のプロンプトを作りたい」「画面デザインの壁打ちをしたい」と言ったら使う。

41h0-siro/cedec2026-lt-ai-ui-workflow42026年7月23日 更新

uitk-import

無料日本語概要

デザイン(Figma MCP出力・HTML/CSS・デザイン仕様)からUI Toolkit用UXML/USSを生成し、Unityへのインポート・シーン配置・コンパイル・スクショ検証・ゲームロジック結線検証まで自動で行う。「この画面をUnityに取り込んで」「UXML/USSにして」で使う。

41h0-siro/cedec2026-lt-ai-ui-workflow42026年7月23日 更新

Clear Unity Console entries. Use before compile, tests, or debugging when stale logs would hide the current result.

日本語の概要は準備中です。原文の説明を表示しています。

41h0-siro/cedec2026-lt-ai-ui-workflow42026年7月23日 更新

Compile the Unity project and report errors/warnings. Use after C# edits or when a full Domain Reload compile is needed.

日本語の概要は準備中です。原文の説明を表示しています。

41h0-siro/cedec2026-lt-ai-ui-workflow42026年7月23日 更新

Control Unity Editor Play Mode. Use to start, stop, or pause Play Mode for runtime behavior checks and frame inspection.

日本語の概要は準備中です。原文の説明を表示しています。

41h0-siro/cedec2026-lt-ai-ui-workflow42026年7月23日 更新

Execute C# with Unity APIs when existing uloop tools cannot inspect or edit enough. Use for scene, prefab, SerializedObject, AssetDatabase refresh/.meta generation, menu, or PlayMode automation.

日本語の概要は準備中です。原文の説明を表示しています。

41h0-siro/cedec2026-lt-ai-ui-workflow42026年7月23日 更新

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