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 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.
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。
Understand existing Unity uGUI, make targeted edits, and generate new Canvas-based hierarchies.
When working with ScrollRect/ScrollView, read the reference file:
references/scrollview-setup.md — Required hierarchy, setup rules, and common failuresDetermine what the user is asking for:
| Request Type | Action |
|---|---|
| Question about UI | Understand — analyze hierarchy, explain structure |
| Change specific element | Edit — targeted modification only |
| Create new UI | Generate — create new hierarchy |
| Fix/improve existing UI | Edit — modify existing, don't rebuild |
Generate only what is requested:
| Request | Output |
|---|---|
| UI layout | Prefab or scene hierarchy only |
| "with code" / "with logic" / "functional" | Hierarchy + scripts |
These do NOT imply scripts:
Namespace disambiguation:
UnityEngine.UI.Image, not ImageUnityEngine.UI.Button, not ButtonVerify before modifying:
Incremental fixes over rebuilds:
One change at a time:
Color and visibility:
Specification adherence:
Follow project patterns first. Search existing files before applying defaults.
| Type | Convention | Good | Bad |
|---|---|---|---|
| GameObject names | PascalCase | SubmitButton | submit-button |
| Prefab paths | Feature folders | Assets/UI/Gameplay/Inventory/ | Assets/Prefabs/UI/ |
Every UI needs a Canvas:
Canvas (Screen Space - Overlay or Camera)
├── CanvasScaler (Scale With Screen Size recommended)
├── GraphicRaycaster
└── [UI Content]
CanvasScaler settings:
Layout Groups control child sizing:
Vertical/Horizontal Layout Groups:
Avoiding layout conflicts:
Grid Layout Group:
Content Size Fitter:
Elements must have non-zero size to be visible:
Anchor configuration order:
Common patterns:
Positioning from natural language descriptions: When the user describes a position (e.g., "top right", "bottom bar", "left side"):
Visibility checklist:
| Component | Use Case |
|---|---|
Image | Backgrounds, icons |
RawImage | Render textures, videos |
Text (TMP) | All text (use TextMeshPro) |
Button | Clickable elements |
Toggle | Checkboxes, radio buttons |
Slider | Value ranges |
ScrollRect | Scrollable content |
InputField (TMP) | Text input |
Never use EditorApplication.ExecuteMenuItem("Window/TextMeshPro/Import TMP Essential Resources"), unless the user asks for an interactive TMP Essentials installation. It opens a modal dialog that blocks whatever invoked it until a human dismisses it.
Do not use AssetDatabase.ImportPackage() for TMP resources, instead TMP_PackageResourceImporter.ImportResources() is the canonical non-interactive API.
Before completing any UI that contains interactive elements, verify:
If the first three are missing, interactive elements will exist visually but fail silently.
When the user asks questions about existing UI:
Read the hierarchy first. Don't assume — always inspect the scene or prefab before answering.
Analyze structure:
Answer questions about:
For targeted changes to existing UI:
Read before editing. Always inspect the current state first.
Edit workflow:
Never destroy to fix:
[SerializeField] for inspector referencesComponent references:
When something goes wrong:
Stop and diagnose:
Fix incrementally:
Avoid destructive patterns:
When stuck:
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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。