Ui Imgui

by unity-technologiescb1dccb8f5adNo license1K starsListed Oct 8, 2026Updated Oct 8, 2026Repository updated today

Generates and modifies Unity IMGUI editor code such as EditorWindows, custom Inspectors, PropertyDrawers, and OnGUI scripts. Use for IMGUI or OnGUI or maintaining existing IMGUI code.

Instructions onlySoftware Development
AI-generated overview

Generates and modifies legacy Unity IMGUI editor code such as EditorWindows, custom Inspectors, PropertyDrawers and OnGUI scripts.

What it does
This skill guides an agent in writing and updating legacy Unity IMGUI editor code, covering EditorWindow classes with OnGUI(), custom Editor and PropertyDrawer classes with OnInspectorGUI(), and runtime debug overlays. It supplies templates, layout patterns, naming and folder conventions, and rules such as caching GUIStyle objects and using SerializedProperty for undo support. It also advises recommending UI Toolkit for new editor UI unless the user explicitly asks for IMGUI or is maintaining existing IMGUI code.
When to use it
Use it when maintaining or updating existing IMGUI editor code that contains OnGUI() or OnInspectorGUI(), or when the user explicitly requests IMGUI or immediate mode GUI. It is not intended for new editor windows or inspectors, which should use UI Toolkit, nor for runtime game UI.
Requirements
No scripts are shipped; the skill is instructions plus two reference files. It assumes a Unity project with the UnityEditor namespace and that generated editor scripts are placed in an Editor folder.

Before proceeding: If the user is asking about creating a new editor window, custom inspector, or PropertyDrawer without explicitly mentioning IMGUI/OnGUI, recommend using UI Toolkit (CreateGUI) instead, as it's the modern approach. Only proceed with IMGUI if:

  • User is modifying existing IMGUI code
  • User explicitly requests IMGUI/immediate mode
  • The project exclusively uses IMGUI for editor tools

When activated, read the reference files:

  • references/templates.md [blocked] — EditorWindow, Inspector, PropertyDrawer templates
  • references/gui-elements.md [blocked] — GUI elements, layout groups, styling

When to Use This Skill

IMPORTANT: This skill is for legacy IMGUI code only. Use this skill when:

  • User is maintaining/updating existing IMGUI editor code (files with OnGUI(), OnInspectorGUI())
  • User explicitly requests IMGUI/immediate mode GUI
  • Project exclusively uses IMGUI for all editor tools

Do NOT use this skill for:

  • New editor windows (use UI Toolkit with CreateGUI() instead)
  • New custom inspectors (use UI Toolkit instead)
  • Requests that don't explicitly mention IMGUI or OnGUI

Legacy IMGUI is used for:

  • Editor windows — EditorWindow classes with OnGUI()
  • Custom inspectors — Editor, PropertyDrawer classes with OnInspectorGUI()
  • Debug overlays — OnGUI() in MonoBehaviour (runtime)

IMGUI is not for runtime game UI — use UI Toolkit or uGUI instead.

Scope

Generate only what is requested (for legacy IMGUI code):

RequestOutputNote
Editor window (IMGUI/OnGUI)EditorWindow with OnGUI()Only if explicitly IMGUI
Custom inspector (IMGUI)Editor with OnInspectorGUI()Only if explicitly IMGUI
Property drawer (IMGUI)PropertyDrawer with OnGUI()Only if explicitly IMGUI
Debug overlayMonoBehaviour with OnGUI()Runtime debugging
Update existing IMGUI scriptModify existing OnGUI codeAlways appropriate

Clarify if ambiguous:

  • "inspector" → Custom Editor for a specific type, or PropertyDrawer? Also ask: Should this use UI Toolkit (modern) or IMGUI (legacy)?
  • "editor window" → First ask: Should this use UI Toolkit (modern/CreateGUI) or IMGUI (legacy/OnGUI)?
  • "tool window" → EditorWindow with what functionality? Which UI system?

Conventions

Follow project patterns first. Search existing editor scripts before applying defaults.

TypeConventionGoodBad
Script namesPascalCaseMyToolWindow.csmy-tool-window.cs
EditorWindow[Name]Window.csLevelEditorWindow.csLevelEditor.cs
Custom Editor[Type]Editor.csEnemyEditor.csEnemyInspector.cs
PropertyDrawer[Type]Drawer.csRangeDrawer.csRangePropertyDrawer.cs
LocationEditor folderAssets/Editor/Assets/Scripts/

Editor folder is required — Scripts using UnityEditor namespace must be in an Editor folder or they will fail to build.

Workflow

  1. Analyze — Determine script type needed (EditorWindow, Editor, PropertyDrawer, etc.)
  2. Search — Find existing editor scripts to match patterns
  3. Follow project patterns — Match folder structure and naming
  4. Create script — Use appropriate base class and attributes
  5. Implement OnGUI — Build the interface with layout groups

Script Structure

EditorWindow

[MenuItem attribute] → adds to menuShowWindow() static method → opens windowOnGUI() → draws interfaceOnEnable/OnDisable → initialization/cleanup

Custom Editor

[CustomEditor attribute] → targets component typeOnInspectorGUI() → draws inspectorOnEnable() → cache SerializedPropertiesserializedObject.Update/ApplyModifiedProperties → undo support

PropertyDrawer

[CustomPropertyDrawer attribute] → targets type or attributeOnGUI(Rect, SerializedProperty, GUIContent) → draws propertyGetPropertyHeight() → custom height if needed

Key Rules

  • Cache GUIStyle objects — never create new GUIStyle in OnGUI (causes memory allocation every frame)
  • Use SerializedProperty — for proper undo/redo support in inspectors
  • Call ApplyModifiedProperties() — after any serialized object changes
  • Use EditorGUILayout — for editor scripts (auto-layout)
  • Use GUILayout — for runtime OnGUI
  • Begin/End pairs — always match BeginHorizontal with EndHorizontal, etc.
  • Editor folder required — scripts fail to build if not in Editor folder

Layout Basics

Horizontal grouping:

csharp
EditorGUILayout.BeginHorizontal();// elements appear side by sideEditorGUILayout.EndHorizontal();

Vertical grouping:

csharp
EditorGUILayout.BeginVertical("box");// elements appear stacked, with box styleEditorGUILayout.EndVertical();

Scroll view:

csharp
scrollPos = EditorGUILayout.BeginScrollView(scrollPos);// scrollable contentEditorGUILayout.EndScrollView();

Foldout section:

csharp
showSection = EditorGUILayout.Foldout(showSection, "Section Name");if (showSection){    EditorGUI.indentLevel++;    // section content    EditorGUI.indentLevel--;}

Common Patterns

Button with action:

csharp
if (GUILayout.Button("Do Something")){    // action here}

Property field with label:

csharp
EditorGUILayout.PropertyField(myProperty, new GUIContent("Label"));

Object reference field:

csharp
myObject = (MyType)EditorGUILayout.ObjectField("Label", myObject, typeof(MyType), true);

Disabled group:

csharp
EditorGUI.BeginDisabledGroup(condition);// disabled elementsEditorGUI.EndDisabledGroup();

Best Practices

  • Use SerializedObject and SerializedProperty for undo support
  • Cache property references in OnEnable()
  • Use EditorUtility.SetDirty() only for non-serialized changes
  • Use Undo.RecordObject() before modifying objects directly
  • Use EditorStyles for consistent appearance
  • Use GUILayout.FlexibleSpace() to push elements apart

See references/templates.md for complete script templates. See references/gui-elements.md for full element reference.

Source and attribution

Source:unity-technologies/skillsinskills/ui-imguiat commitcb1dccb

License: No license

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