Refactor bloated AGENTS.md, CLAUDE.md, or similar agent instruction files to follow progressive disclosure principles. Splits monolithic files into organized, linked documentation.
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。
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.
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。
実行スコア 未検証
インストール方法を見る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。
Determine the appropriate UI system for the project and route to the correct specialized skill.
Route to a specialized skill when:
Answer directly (without routing) when:
Step 1: Check for explicit file references or keywords:
| User mentions | Route to |
|---|---|
.uxml or .uss files (including in /Editor/) | ui-uitk |
| "UI Toolkit", "UITK", "UIElements", "CreateGUI" | ui-uitk |
Canvas prefabs/objects, .prefab with UI | ui-ugui |
| "uGUI", "Canvas", "RectTransform", "legacy UI" | ui-ugui |
| "IMGUI", "OnGUI", "OnInspectorGUI", "immediate mode" | ui-imgui |
Figma URL (figma.com/design/...), "Figma", "import from Figma" | Not available — see below |
For editor-related requests (EditorWindow, custom inspector, PropertyDrawer):
ui-uitk for new editor UIui-imgui if project exclusively uses IMGUI or user explicitly requests itIf explicit file or keywords found, activate the corresponding skill immediately.
Step 2: If ambiguous, detect from project:
Search the project to determine which UI system is in use:
| Look for | Indicates |
|---|---|
.uxml or .uss files (including in /Editor/) | UI Toolkit (runtime or editor) |
UIDocument components in scenes | UI Toolkit (runtime) |
Editor scripts with CreateGUI() method | UI Toolkit (editor) |
Canvas in scenes/prefabs | uGUI |
RectTransform heavy usage | uGUI |
Editor scripts with OnGUI() or OnInspectorGUI() | IMGUI (legacy editor) |
Step 3: If still unclear, ask or default:
ui-ugui)ui-ugui)Specialized skills handle three types of requests:
| Type | Examples |
|---|---|
| Understanding | "What does this button do?", "How is this laid out?", "Explain this UI" |
| Editing | "Change this color", "Add a label here", "Fix this layout" |
| Generation | "Create a menu", "Make an inventory screen", "Build a settings panel" |
Route all types to the appropriate specialized skill based on the UI system.
ui-uitk.uxml and .uss filesui-uguiui-imguiImporting a Figma design requires Unity's Figma integration service, which only exists inside Unity AI Assistant. There is no client-side equivalent, so do not promise it.
If the user brings a Figma URL, say the automated import is not available here and offer the alternative: ask them to describe or screenshot the screen, then build it with the appropriate framework skill above.
Do only what is requested:
These do NOT imply scripts:
Follow project patterns first. Search existing files before applying defaults.
| Type | Convention |
|---|---|
| Element names | Follow project patterns, or camelCase |
| File organization | Match existing project structure |
ui-uitk, ui-ugui, or ui-imguiMany Unity projects use multiple UI systems simultaneously (e.g., UI Toolkit for runtime game UI plus editor tools). When you detect multiple systems:
.uxml files to confirm UITK usage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。
ログインなしで書き込めます。使ってみた感想、質問、動かなかった環境などを気軽にどうぞ。
まだコメントはありません。最初のコメントを書いてみませんか。
Refactor bloated AGENTS.md, CLAUDE.md, or similar agent instruction files to follow progressive disclosure principles. Splits monolithic files into organized, linked documentation.
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。
Build and operate a live game using Unity Services. Use when the user needs to implement, connect, or debug backend-driven features — battle passes, achievements, player progression, cloud saves, leaderboards, matchmaking, virtual economies, server-authoritative logic, anti-cheat, player accounts and authentication, remote configuration, feature flags, A/B testing, analytics, or cloud resource deployment. Triggers on live-ops, live service, backend, server authority, cloud code, cloud save, remote config, player data, retention, monetization loop, season pass, ranking, multiplayer sessions, lobbies, or any Unity Services integration.
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。
Kern engine critical invariants: coordinate system, UI Toolkit positioning, RenderTexture blit, LifetimeScope/scene structure, VolumeProfile editor API, camera pixel-grid alignment, performance analysis rules, profiler interpretation, and the no-fallback policy. Use when touching coordinates, WorldToScreen, UI element anchoring, RenderTexture, LifetimeScope, VolumeProfile, camera, FPS analysis, Profiler markers, or any code near an "invariant" comment. Triggers on: CoordinateUtils, MapManager.WorldHeight, RuntimePanelUtils, CameraTransformWorldToPanel, WorldToLocal, PositionWriteEpsilon, CameraPixelGridAligner, LifetimeScope, RegisterComponent, VolumeProfile, AssetDatabase.AddObjectToAsset, EditorLoop, VSync, fallback, paper white, FPS, frame time.
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。
Kern project C# conventions, namespace rules, DI/VContainer patterns, and assembly layer boundaries. Use when writing, editing, or reviewing any C# file — MonoBehaviours, ScriptableObjects, services, contracts, factories, or editor scripts. Triggers on: namespace, nullable, asmdef, VContainer, RegisterComponent, IObjectResolver, composition root, Kern.Contracts, primary constructor, record struct, SA1513, _camelCase, PascalCase, asmref, MonoScript.GetClass.
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。
Synchronize and compile FMOD Studio banks into StreamingAssets
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。
Kern HDR/color pipeline contract: scene-referred linear working space, paper white units, radiance format rules, URP output transform ownership, DisplayFinal perceptual/linear space, UI brightness, HDR calibration screen, safe-start HDR switch, and HDROutputController usage. Use when touching lighting shaders, glow, bloom, tonemapping, post-processing, color grading, LUT, display output, UI colors, calibration, or any code with DisplaySettings / HDROutput / PaperWhite / Tonemapping / CompositeFinal / DisplayFinal / VisualTuning. Triggers on: saturate on radiance, clamp color, sRGB in shader, UNorm light buffer, ARGBHalf, paper white, HDROutputReconciler, VisualTuning, BT2390, detectPaperWhite, HDRCalibrationScreen, HDRSwitchPending, HDROutputSettings.
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。