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ui

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。

Warlander/DeedPlanner-3スター 26(GitHub 26 + cccskills 0)
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Determine the appropriate UI system for the project and route to the correct specialized skill.

When to Route vs Answer Directly

Route to a specialized skill when:

  • User wants to understand, edit, or generate specific UI elements
  • User references specific files or UI objects
  • User asks for UI changes or creation

Answer directly (without routing) when:

  • User asks comparative/educational questions ("What's the difference between UI Toolkit and uGUI?")
  • User asks about UI system capabilities or recommendations ("Should I use UITK or uGUI for mobile?")
  • User needs conceptual explanation of Unity UI architecture

Routing Logic

Step 1: Check for explicit file references or keywords:

User mentionsRoute to
.uxml or .uss files (including in /Editor/)ui-uitk
"UI Toolkit", "UITK", "UIElements", "CreateGUI"ui-uitk
Canvas prefabs/objects, .prefab with UIui-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):

  • If no explicit UI system mentioned → Go to Step 2 to detect project's editor UI system
  • If no existing pattern is detected, default to ui-uitk for new editor UI
  • Only use ui-imgui if project exclusively uses IMGUI or user explicitly requests it

If 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 forIndicates
.uxml or .uss files (including in /Editor/)UI Toolkit (runtime or editor)
UIDocument components in scenesUI Toolkit (runtime)
Editor scripts with CreateGUI() methodUI Toolkit (editor)
Canvas in scenes/prefabsuGUI
RectTransform heavy usageuGUI
Editor scripts with OnGUI() or OnInspectorGUI()IMGUI (legacy editor)

Step 3: If still unclear, ask or default:

  • For existing projects: detect and follow whichever framework is already in use (Step 2)
  • For new projects with no UI yet: ask the user which framework they prefer (UI Toolkit vs uGUI), briefly explaining that UI Toolkit is modern/CSS-like while uGUI is Canvas-based/mature
  • For new runtime/game UI where the user has no preference: default to uGUI (ui-ugui)
  • When the user mentions mobile/performance constraints or older Unity versions (pre-6.0): bias toward uGUI (ui-ugui)

Request Types

Specialized skills handle three types of requests:

TypeExamples
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.

Available Sub-Skills

UI Toolkit — ui-uitk

  • For Unity 6.0+ projects using UI Toolkit (runtime game UI and editor tools)
  • Understands, edits, and generates .uxml and .uss files
  • Modern, CSS-like styling approach
  • Preferred for new editor windows (CreateGUI) and existing UI Toolkit projects

uGUI — ui-ugui

  • For projects using Unity's Canvas-based UI system
  • Understands, edits, and generates Canvas hierarchies
  • Uses Layout Groups for responsive design
  • Default for new runtime/game UI when the user has no framework preference

IMGUI — ui-imgui

  • For legacy editor tools using OnGUI/immediate mode
  • Only use when project has existing IMGUI editor code or user explicitly requests IMGUI
  • Understands, edits, and generates EditorWindow, inspectors, PropertyDrawers built with OnGUI
  • Not for runtime game UI — for new editor tools, use UI Toolkit unless the project already uses IMGUI exclusively

Figma design import — not available here

Importing 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.

Common Guidelines (All UI Systems)

Scope Discipline

Do only what is requested:

  • Question → answer without making changes
  • Targeted edit → modify only what's specified
  • Generation → create only requested files
  • Don't proactively add scripts unless explicitly asked

These do NOT imply scripts:

  • "proper buttons" → well-styled buttons
  • "working UI" → valid UI that renders
  • "menu screen" → visual layout only

Conventions

Follow project patterns first. Search existing files before applying defaults.

TypeConvention
Element namesFollow project patterns, or camelCase
File organizationMatch existing project structure

Workflow

  1. Determine UI system — Use routing logic above
    • For Figma requests, tell the user the automated import is not available here, then work from their description or screenshot and continue with framework detection
  2. Activate specialized skill — Route to ui-uitk, ui-ugui, or ui-imgui
  3. Skill handles request — Understanding, editing, or generation as appropriate

Handling Mixed Projects

Many Unity projects use multiple UI systems simultaneously (e.g., UI Toolkit for runtime game UI plus editor tools). When you detect multiple systems:

  • For runtime UI requests (menus, HUDs, game screens) → Route to whichever runtime system (UITK or uGUI) is already in use
  • For editor tool requests (custom inspectors, editor windows):
    • Prefer UI Toolkit (CreateGUI) for new editor UI — it's the modern approach
    • Only use IMGUI if the project's existing editor tools use IMGUI exclusively, or user explicitly requests IMGUI
    • Check for existing editor .uxml files to confirm UITK usage
  • If creating new runtime UI in a mixed project → Match the pattern used by similar existing UI; if there is no similar existing UI and the user has no preference, use uGUI

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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。

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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。

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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。

Warlander/DeedPlanner-3262026年10月21日 更新

ui-imgui

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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.

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。

Warlander/DeedPlanner-3262026年10月21日 更新

ui-ugui

無料

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。

Warlander/DeedPlanner-3262026年10月21日 更新

ui-uitk

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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。

Warlander/DeedPlanner-3262026年10月21日 更新

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