Ui Imgui

作者 unity-technologiescb1dccb8f5ad无许可证1K 个星标收录于 2026年10月8日更新于 2026年10月8日仓库今天更新

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.

AI 生成的概览

生成和修改旧版 Unity IMGUI 编辑器代码,例如 EditorWindow、自定义 Inspector、PropertyDrawer 和 OnGUI 脚本。

功能
该技能指导智能体编写和更新旧版 Unity IMGUI 编辑器代码,涵盖带 OnGUI() 的 EditorWindow 类、带 OnInspectorGUI() 的自定义 Editor 和 PropertyDrawer 类,以及运行时调试叠加层。它提供模板、布局模式、命名与文件夹约定,以及缓存 GUIStyle 对象、使用 SerializedProperty 支持撤销等规则。除非用户明确要求 IMGUI 或正在维护现有 IMGUI 代码,否则它还建议对新编辑器界面推荐使用 UI Toolkit。
适用场景
适用于维护或更新包含 OnGUI() 或 OnInspectorGUI() 的现有 IMGUI 编辑器代码,或用户明确要求 IMGUI 或即时模式 GUI 的场景。它不适用于新建编辑器窗口或 Inspector(应使用 UI Toolkit),也不适用于运行时游戏界面。
运行要求
不附带脚本,仅为说明文档和两个参考文件。需要 Unity 项目及 UnityEditor 命名空间,并假定生成的编辑器脚本放在 Editor 文件夹中。

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.

来源与署名

来源:unity-technologies/skills位于skills/ui-imgui提交cb1dccb

许可证: 无许可证

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