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Unity UI

besty0728/unity-ui

Create and lay out Unity UGUI (Canvas-based UI) — Canvas, panels, buttons, text, images, and layout groups. Use when building UGUI screens, adding Canvas elements, or arranging UI layout, even if the user just says "做个UI" or "界面". 创建与布局 Unity UGUI(基于 Canvas 的 UI:Canvas、面板、按钮、文本、图片、布局组);当用户要搭建 UGUI 界面、添加 Canvas 元素、或排布 UI 布局时使用。

4k tokens
context cost
the whole folder, loaded on every use
2
files
instructions only
0
copies elsewhere
how many repositories repackaged it
1536
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-ui

What comes with it

3 849 bytes besides the instruction
UI_REFERENCE.md

The instruction itself

18 sections, as written by the author

Unity UI Skills

Use this module for Unity UGUI / Canvas workflows. It is separate from UI Toolkit.

> Batch-first: Prefer ui_create_batch when creating 2+ UI elements.

Operating Mode

  • Approval:查询类 skill(ui_find_all,源码标 SkillMode.SemiAuto)直接执行;其余创建/修改类(ui_create_* / ui_set_* / ui_add_* / ui_layout_children / ui_align_selected 等,标 SkillMode.FullAuto)需用户 grant,grant 后服务端一步执行返结果。
  • Auto / Bypass:所有 skill 直接执行;Auto 走 AI 自我评估,Bypass 全放行。
  • 本模块不含 Delete / PlayMode / Reload / 高危 skill,无 Bypass-only 拦截项。删除 UI 节点请走 gameobject 模块。

DO NOT (common hallucinations):

  • ui_add_canvas does not exist -> use ui_create_canvas
  • ui_create_label does not exist -> use ui_create_text
  • ui_create_checkbox does not exist -> use ui_create_toggle
  • ui_set_color does not exist -> use component_set_property on Image/Text, or the dedicated UI property skills when available
  • Do not confuse UGUI (ui) with UI Toolkit (uitoolkit)

Routing:

  • For UXML/USS/UIDocument -> use uitoolkit
  • For XR-compatible world-space Canvas conversion -> use xr_setup_ui_canvas
  • For text updates after creation -> use ui_set_text
  • For layout and alignment -> use ui_layout_children, ui_align_selected, ui_distribute_selected

Skills

Create Skills

| Skill | Use | Key parameters |

|-------|-----|----------------|

| ui_create_canvas | Create Canvas | name?, renderMode? |

| ui_create_panel | Create panel container | name?, parent?, r/g/b/a? |

| ui_create_button | Create button | name?, parent?, text?, width/height? |

| ui_create_text | Create text label | name?, parent?, text?, fontSize?, r/g/b? |

| ui_create_image | Create image | name?, parent?, spritePath?, width/height? |

| ui_create_inputfield | Create input field | name?, parent?, placeholder?, width/height? |

| ui_create_slider | Create slider | name?, parent?, minValue?, maxValue?, value? |

| ui_create_toggle | Create toggle | name?, parent?, label?, isOn? |

| ui_create_dropdown | Create dropdown | name?, parent?, options?, width/height? |

| ui_create_scrollview | Create ScrollRect hierarchy | name?, parent?, width/height?, horizontal?, vertical? |

| ui_create_rawimage | Create RawImage | name?, parent?, texturePath?, width/height? |

| ui_create_scrollbar | Create scrollbar | name?, parent?, direction?, value?, size? |

| ui_create_batch | Create multiple UI elements | items (JSON string array) |

Query and Layout Skills

| Skill | Use | Key parameters |

|-------|-----|----------------|

| ui_find_all | Find scene UI elements | uiType?, limit? |

| ui_set_text | Update text content | name, text |

| ui_set_rect | Set RectTransform size/offsets | target, width, height, posX, posY, left/right/top/bottom? |

| ui_get_rect_transform | Read full RectTransform data | target |

| ui_set_rect_transform | Set full RectTransform data | anchors, pivot, offsets, local transform, width/height |

| ui_set_rect_transform_batch | Set full RectTransform data for multiple elements | items |

| ui_set_anchor | Apply anchor preset | target, preset?, setPivot? |

| ui_layout_children | Vertical/Horizontal/Grid layout | target, layoutType?, spacing? |

| ui_align_selected | Align current selection | alignment? |

| ui_distribute_selected | Distribute current selection | direction? |

Property and Effect Skills

| Skill | Use | Key parameters |

|-------|-----|----------------|

| ui_set_image | Image type/fill/sprite | target, type?, fillMethod?, fillAmount?, spritePath? |

| ui_add_layout_element | Add LayoutElement constraints | target, width/height prefs, flex values |

| ui_add_canvas_group | Add CanvasGroup | target, alpha?, interactable?, blocksRaycasts? |

| ui_add_mask | Add Mask or RectMask2D | target, maskType?, showMaskGraphic? |

| ui_add_outline | Add Shadow/Outline effect | target, effectType?, r/g/b/a?, distanceX/Y? |

| ui_configure_selectable | Configure transitions/navigation/colors | target, transition?, navigationMode?, color values |

High-Frequency Defaults

Canvas and Parenting

  • ui_create_canvas defaults to ScreenSpaceOverlay.
  • Most create skills accept parent; if omitted, Unity will create under the active Canvas or scene root depending on the implementation context.
  • For reusable menu groups, create the Canvas once, then create a Panel and put all child controls under that panel.

Common Create Parameters

| Skill | High-frequency fields |

|-------|-----------------------|

| ui_create_button | text, width, height |

| ui_create_text | text, fontSize, r/g/b |

| ui_create_image | spritePath, width, height |

| ui_create_slider | minValue, maxValue, value |

| ui_create_toggle | label, isOn |

| ui_create_dropdown | options |

| ui_create_scrollview | horizontal, vertical, movementType |

Important:

  • Most create skills do not take explicit x/y placement.
  • Create first, then place/anchor with ui_set_rect, ui_set_anchor, or ui_layout_children.

Full RectTransform Editing

Use ui_set_rect_transform when you need Inspector-level RectTransform coverage instead of a preset.

| Skill | Parameters |

|-------|------------|

| ui_get_rect_transform | name, instanceId, path |

| ui_set_rect_transform | target + anchorMinX/Y, anchorMaxX/Y, pivotX/Y, anchoredPosX/Y/Z, sizeDeltaX/Y, offsetMinX/Y, offsetMaxX/Y, localPosX/Y/Z, localRotX/Y/Z, localScaleX/Y/Z, width, height |

| ui_set_rect_transform_batch | items JSON array with the same per-target fields |

ui_get_rect_transform

Get full RectTransform data for a UI element.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| name | string | No* | null | GameObject name |

| instanceId | int | No* | 0 | GameObject instance ID |

| path | string | No* | null | Hierarchy path |

Returns: { success, name, instanceId, path, anchorMin, anchorMax, pivot, anchoredPosition3D, sizeDelta, offsetMin, offsetMax, localPosition, localEulerAngles, localScale, rect }

ui_set_rect_transform

Set full RectTransform data for a UI element.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| name | string | No* | null | GameObject name |

| instanceId | int | No* | 0 | GameObject instance ID |

| path | string | No* | null | Hierarchy path |

| anchorMinX / anchorMinY | float | No | null | Anchor min |

| anchorMaxX / anchorMaxY | float | No | null | Anchor max |

| pivotX / pivotY | float | No | null | Pivot |

| anchoredPosX / anchoredPosY / anchoredPosZ | float | No | null | Anchored position 3D |

| sizeDeltaX / sizeDeltaY | float | No | null | Size delta |

| offsetMinX / offsetMinY | float | No | null | Offset min |

| offsetMaxX / offsetMaxY | float | No | null | Offset max |

| localPosX / localPosY / localPosZ | float | No | null | Local position |

| localRotX / localRotY / localRotZ | float | No | null | Local euler rotation |

| localScaleX / localScaleY / localScaleZ | float | No | null | Local scale |

| width / height | float | No | null | Size with current anchors |

Returns: same shape as ui_get_rect_transform.

ui_set_rect_transform_batch

Set full RectTransform data for multiple UI elements.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| items | json string | Yes | - | JSON array of per-item target and RectTransform fields |

Returns: { success, totalItems, successCount, failCount, results }

Layout and Anchoring Rules

  • ui_set_anchor is the fastest way to move a control into a standard layout position.
  • ui_set_rect is better for precise size/offset edits after anchoring.
  • ui_layout_children is preferred over hand-positioning every child when building vertical, horizontal, or grid menus.

Anchor presets commonly used in production:

  • MiddleCenter for modal/menu panels
  • TopLeft or TopRight for HUD corners
  • StretchAll for full-screen backgrounds

TextMeshPro Note

Text creation auto-detects TMP:

  • TMP available -> TextMeshProUGUI
  • TMP unavailable -> legacy Text

Read the response payload if you need to know which one was created before later component-specific edits.

Workflow Notes

  • Create a Canvas first.
  • Use panels to group related controls.
  • Prefer ui_create_batch for menus, HUD groups, and repeated widgets.
  • Use anchors and layout groups before hand-placing every child.
  • Text creation auto-detects TextMeshPro. Responses indicate whether TMP was used.
  • For world-space gameplay UI, build the Canvas here first, then convert for XR only if needed.
  • ui_create_batch is mainly for bulk creation, not precise positioning. Follow it with layout or rect/anchor adjustments.
  • ui_create_batch.items is a JSON string parameter in the current REST/API layer, not a raw array object.

Minimal Example

import unity_skills
import json

unity_skills.call_skill("ui_create_canvas", name="MainMenu")
unity_skills.call_skill("ui_create_panel", name="MenuPanel", parent="MainMenu", a=0.7)
unity_skills.call_skill("ui_set_rect", name="MenuPanel", width=320, height=240)
unity_skills.call_skill("ui_create_batch", items=json.dumps([
    {"type": "Button", "name": "StartBtn", "parent": "MenuPanel", "text": "Start", "width": 220, "height": 44},
    {"type": "Button", "name": "OptionsBtn", "parent": "MenuPanel", "text": "Options", "width": 220, "height": 44},
    {"type": "Button", "name": "QuitBtn", "parent": "MenuPanel", "text": "Quit", "width": 220, "height": 44}
]))

unity_skills.call_skill("ui_set_anchor", name="MenuPanel", preset="MiddleCenter")
unity_skills.call_skill("ui_layout_children", name="MenuPanel", layoutType="Vertical", spacing=12)

Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.

Load UI_REFERENCE.md for extended element creation details, property tables, and larger UGUI examples.

How to use it

Copy the folder

Take besty0728/unity-ui from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.