gamedev-unity/skills/unity-skills/skills/ui/SKILL.md
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。
npx skillsauth add bernatmv/ai-rules unity-uiInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Use this module for Unity UGUI / Canvas workflows. It is separate from UI Toolkit.
Batch-first: Prefer
ui_create_batchwhen creating2+UI elements.
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。gameobject 模块。DO NOT (common hallucinations):
ui_add_canvas does not exist -> use ui_create_canvasui_create_label does not exist -> use ui_create_textui_create_checkbox does not exist -> use ui_create_toggleui_set_color does not exist -> use component_set_property on Image/Text, or the dedicated UI property skills when availableui) with UI Toolkit (uitoolkit)Routing:
uitoolkitxr_setup_ui_canvasui_set_textui_layout_children, ui_align_selected, ui_distribute_selected| 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) |
| 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? |
| 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 |
ui_create_canvas defaults to ScreenSpaceOverlay.parent; if omitted, Unity will create under the active Canvas or scene root depending on the implementation context.| 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:
x/y placement.ui_set_rect, ui_set_anchor, or ui_layout_children.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 |
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 }
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.
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 }
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 panelsTopLeft or TopRight for HUD cornersStretchAll for full-screen backgroundsText creation auto-detects TMP:
TextMeshProUGUITextRead the response payload if you need to know which one was created before later component-specific edits.
ui_create_batch for menus, HUD groups, and repeated widgets.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.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 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.
development
Keyword research and validation with real search-demand data — never ship keywords from intuition alone. Probes Google Autocomplete per language (free, no account) to prove demand and discover the exact phrasing people type, checks SERPs for winnability, and uses Keyword Planner/Ahrefs/Semrush exports when the user has access. Activates when: choosing or reviewing SEO keywords, meta keywords, page titles, article topics or slugs, landing page copy targeting search, App Store/ASO keyword fields, multilingual keyword sets, 'what should we rank for', 'keyword analysis', or auditing why a page doesn't rank. Also invoke it as a validation pass whenever another skill or task produces a keyword list.
development
Automate YooAsset hot-update and asset bundles — build bundles, run Editor simulate builds, manage Collector groups, analyze BuildReport, and validate runtime. Use when building or simulating YooAsset bundles, configuring collectors, or validating hot-update assets, even if the user just says "热更" or "打AB包". 自动化 YooAsset 热更新与资源包(构建 bundle、编辑器模拟构建、管理 Collector 分组、分析 BuildReport、运行时校验);当用户要构建或模拟 YooAsset 资源包、配置 collector、或校验热更资源时使用。
development
Source-anchored design rules for YooAsset v2.3.18 — initialization, default-package shortcuts, play modes, asset handles, loading, updates, filesystem, build, and pitfalls. Use when writing or reviewing YooAsset code, initializing packages, loading assets via handles, setting up hot-update/download, or choosing a play mode, even if the user just says "热更" or "资源包". 为 YooAsset v2.3.18 提供源码锚定的设计规则(初始化、默认包快捷方式、运行模式、资源句柄、加载、更新、文件系统、构建、陷阱);当用户要编写或审查 YooAsset 代码、初始化 package、用句柄加载资源、配置热更/下载、或选择运行模式时使用。
data-ai
Last-resort guidance for safely hand-editing Unity serialized YAML (.unity/.prefab/.asset/.meta/ProjectSettings) — reference/fileID repair, GUID safety, and merge-conflict fixes. Use when REST cannot reach the change and YAML must be hand-edited — fixing m_Script GUIDs, broken fileID references, .meta files, or merge conflicts, even if the user just says "场景文件打不开" or "引用丢了". 安全手编 Unity 序列化 YAML(.unity/.prefab/.asset/.meta/ProjectSettings)的最后手段(引用/fileID 修复、GUID 安全、合并冲突修复);当 REST 无法触达、必须手编 YAML 时使用——修复 m_Script GUID、断裂 fileID 引用、.meta 文件或合并冲突。