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Skill

/ui

Create and lay out Unity UGUI screens. 创建与布局 Unity UGUI 界面。

From plugin
unity-skills
1.6k74 skills5 commands
Install
$ npx -y skills add Besty0728/Unity-Skills --skill ui --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/ui

Context preview

The summary Claude sees to decide when to auto-load this skill.

Create and lay out Unity UGUI screens. 创建与布局 Unity UGUI 界面。

SKILL.md

ui.SKILL.md
name: unity-ui
description: Create and lay out Unity UGUI screens. 创建与布局 Unity UGUI 界面。

Triggers

  • Building UGUI screens
  • Adding Canvas elements
  • Arranging UI layout
  • 搭建 UGUI 界面、添加 Canvas 元素、排布 UI 布局

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_ge

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