2d-pixel-perfect
Sets up, diagnoses, and fixes pixel perfect 2D rendering with PixelPerfectCamera in URP or Built-in. Use when a retro-style or…
Understands, edits, and generates Unity UI Toolkit UXML and USS with flex layouts. Use for requests involving UI Toolkit, UIElements, UIDocument, PanelSettings, custom elements, or UI runtime binding.
$ npx -y skills add unity-technologies/skills --skill ui-uitk --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/ui-uitkContext preview
The summary Claude sees to decide when to auto-load this skill.
Understands, edits, and generates Unity UI Toolkit UXML and USS with flex layouts. Use for requests involving UI Toolkit, UIElements, UIDocument, PanelSettings, custom elements, or UI runtime binding.
name: ui-uitk description: Understands, edits, and generates Unity UI Toolkit UXML and USS with flex layouts. Use for requests involving UI Toolkit, UIElements, UIDocument, PanelSettings, custom elements, or UI runtime binding.
Understand existing Unity UI Toolkit code, make targeted edits, generate new UXML/USS files, Manipulators, and handle UI runtime binding.
Read these as needed:
Paths are relative to this skill's folder — read `references/uss-guide.md` directly.
When explaining UI structure, use this format:
[ElementType] name="elementName" class="class1 class2" ├── [ChildType] name="childName" │ └── [GrandchildType] └── [ChildType] class="another-class"
**Common edit requests:**
| Request | Action | |---------|--------| | "Change button color" | Edit USS selector for that button | | "Add a label here" | Add element to UXML at specified location | | "Make this bigger" | Edit width/height in USS | | "Hide this element" | Add `display: none` to USS or remove from UXML | | "Rename this element" | Update `name` attribute in UXML |
**Don't over-edit:**
There is no way to validate UXML or USS from outside the Editor — Unity parses these files on import and reports problems in the Console. Write the files, then have the user check the result.
**Workflow:**
1. Write the complete file to its target path in the project. Do not write partial or draft content — a half-written UXML file is a parse error the moment the Editor picks it up. 2. Ask the user to focus the Unity Editor. That triggers a reimport of the changed assets. 3. Ask them to report anything in the Console. UXML parse errors name the file and line; USS problems appear as warnings about unknown properties or selectors. 4. Fix what they report and repeat from step 1.
**Because feedback costs a user round-trip, get it right the first time:**
rather than one per file.
rather than after an error comes back.
in the Console at all, so the user has to eyeball the UI. `references/common-issues.md` lists them.
When creating new UI:
**Generate only what is requested:**
| Request | Output | |---------|--------| | USS only | `.uss` file only | | UXML only | `.uxml` file only | | UI screen / menu / panel | `.uss` + `.uxml` only | | "with code" / "with logic" / "functional" | `.uss` + `.uxml` + `.cs` |
**These do NOT imply C#:**
**Generation workflow:** 1. **Analyze** — Determine exactly what files are needed. No extras. 2. **Search** — Find existing USS, UXML, assets. Don't assume paths. 3. **Follow project patterns** — Match folder structure and naming conventions. 4. **Reuse** — Check for shared stylesheets. Reuse if appropriate. 5. **Write USS first** — Verify against restrictions below. 6. **Write UXML** — Reference the USS, verify structure. 7. **Write the files out complete** — never partial content; see Validation above for how errors come back and why one round of files beats several. 8. **Scene setup** — Assign PanelSettings if adding UI to scene. 9. **Data binding** — If requested, add C# script with runtime data binding patterns (see `references/ui-runtime-binding.md`). Generate the scriptable object asset if needed. Assign the asset to the UI element root in UXML or via datasource in C#.
**Color, visibility, and specification rules:**
A collection of reusable AI agent skills for Unity workflows. Compatible with Claude Code, GitHub Copilot, Cursor, Cline, and 50+ other agents.
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