Ui

作者 Unity-Technologiesba48956ae8be無授權條款收錄於 2026年10月8日更新於 2026年10月8日

Unity UI expert for menus, HUDs, screens, panels, buttons, labels, and all visual interface elements. Handles questions about UI in scenes or prefabs (how many elements, what exists, structure analysis), styling changes (colors, borders, backgrounds, fonts, spacing, rounded corners), layout adjustments, and UI generation. Routes to UI Toolkit, uGUI, or IMGUI based on project context. Use for ANY request to build, edit, or understand game UI (menus, HUDs, settings or pause screens) when no framework is named: consult this skill to detect which UI system the project uses before writing any UI code, even for a request that looks simple enough to build directly.

AI 產生的概覽

將 Unity UI 需求導向合適的 UI 系統技能,涵蓋選單、HUD、面板與編輯器工具。

功能
此技能是 Unity 介面工作的路由入口。它會檢視需求與專案,判斷該採用 UI Toolkit、uGUI 還是 IMGUI,再交由對應的專門技能來理解、編輯或產生 UI。它也說明無法自動匯入 Figma 設計,並建議改以描述或截圖來建置。
適用情境
適用於未指明 UI 框架時的任何 Unity UI 需求,例如選單、HUD、設定或暫停畫面、面板、按鈕、標籤、版面與樣式調整。也用於編輯器 UI,例如自訂檢視器、EditorWindow 與 PropertyDrawer,以及同時使用多種 UI 系統的混合專案。
執行需求
僅為說明文件,不附帶指令碼。需要代理能搜尋 Unity 專案中的檔案與元件,例如 .uxml、.uss、UIDocument、Canvas 和 RectTransform,並需要 ui-uitk、ui-ugui、ui-imgui 等專門技能可用。不支援自動匯入 Figma。

Determine the appropriate UI system for the project and route to the correct specialized skill.

When to Route vs Answer Directly

Route to a specialized skill when:

  • User wants to understand, edit, or generate specific UI elements
  • User references specific files or UI objects
  • User asks for UI changes or creation

Answer directly (without routing) when:

  • User asks comparative/educational questions ("What's the difference between UI Toolkit and uGUI?")
  • User asks about UI system capabilities or recommendations ("Should I use UITK or uGUI for mobile?")
  • User needs conceptual explanation of Unity UI architecture

Routing Logic

Step 1: Check for explicit file references or keywords:

User mentionsRoute to
.uxml or .uss files (including in /Editor/)ui-uitk
"UI Toolkit", "UITK", "UIElements", "CreateGUI"ui-uitk
Canvas prefabs/objects, .prefab with UIui-ugui
"uGUI", "Canvas", "RectTransform", "legacy UI"ui-ugui
"IMGUI", "OnGUI", "OnInspectorGUI", "immediate mode"ui-imgui
Figma URL (figma.com/design/...), "Figma", "import from Figma"Not available — see below

For editor-related requests (EditorWindow, custom inspector, PropertyDrawer):

  • If no explicit UI system mentioned → Go to Step 2 to detect project's editor UI system
  • If no existing pattern is detected, default to ui-uitk for new editor UI
  • Only use ui-imgui if project exclusively uses IMGUI or user explicitly requests it

If explicit file or keywords found, activate the corresponding skill immediately.

Step 2: If ambiguous, detect from project:

Search the project to determine which UI system is in use:

Look forIndicates
.uxml or .uss files (including in /Editor/)UI Toolkit (runtime or editor)
UIDocument components in scenesUI Toolkit (runtime)
Editor scripts with CreateGUI() methodUI Toolkit (editor)
Canvas in scenes/prefabsuGUI
RectTransform heavy usageuGUI
Editor scripts with OnGUI() or OnInspectorGUI()IMGUI (legacy editor)

Step 3: If still unclear, ask or default:

  • For existing projects: detect and follow whichever framework is already in use (Step 2)
  • For new projects with no UI yet: ask the user which framework they prefer (UI Toolkit vs uGUI), briefly explaining that UI Toolkit is modern/CSS-like while uGUI is Canvas-based/mature
  • For new runtime/game UI where the user has no preference: default to uGUI (ui-ugui)
  • When the user mentions mobile/performance constraints or older Unity versions (pre-6.0): bias toward uGUI (ui-ugui)

Request Types

Specialized skills handle three types of requests:

TypeExamples
Understanding"What does this button do?", "How is this laid out?", "Explain this UI"
Editing"Change this color", "Add a label here", "Fix this layout"
Generation"Create a menu", "Make an inventory screen", "Build a settings panel"

Route all types to the appropriate specialized skill based on the UI system.

Available Sub-Skills

UI Toolkit — ui-uitk

  • For Unity 6.0+ projects using UI Toolkit (runtime game UI and editor tools)
  • Understands, edits, and generates .uxml and .uss files
  • Modern, CSS-like styling approach
  • Preferred for new editor windows (CreateGUI) and existing UI Toolkit projects

uGUI — ui-ugui

  • For projects using Unity's Canvas-based UI system
  • Understands, edits, and generates Canvas hierarchies
  • Uses Layout Groups for responsive design
  • Default for new runtime/game UI when the user has no framework preference

IMGUI — ui-imgui

  • For legacy editor tools using OnGUI/immediate mode
  • Only use when project has existing IMGUI editor code or user explicitly requests IMGUI
  • Understands, edits, and generates EditorWindow, inspectors, PropertyDrawers built with OnGUI
  • Not for runtime game UI — for new editor tools, use UI Toolkit unless the project already uses IMGUI exclusively

Figma design import — not available here

Importing a Figma design requires Unity's Figma integration service, which only exists inside Unity AI Assistant. There is no client-side equivalent, so do not promise it.

If the user brings a Figma URL, say the automated import is not available here and offer the alternative: ask them to describe or screenshot the screen, then build it with the appropriate framework skill above.

Common Guidelines (All UI Systems)

Scope Discipline

Do only what is requested:

  • Question → answer without making changes
  • Targeted edit → modify only what's specified
  • Generation → create only requested files
  • Don't proactively add scripts unless explicitly asked

These do NOT imply scripts:

  • "proper buttons" → well-styled buttons
  • "working UI" → valid UI that renders
  • "menu screen" → visual layout only

Conventions

Follow project patterns first. Search existing files before applying defaults.

TypeConvention
Element namesFollow project patterns, or camelCase
File organizationMatch existing project structure

Workflow

  1. Determine UI system — Use routing logic above
    • For Figma requests, tell the user the automated import is not available here, then work from their description or screenshot and continue with framework detection
  2. Activate specialized skill — Route to ui-uitk, ui-ugui, or ui-imgui
  3. Skill handles request — Understanding, editing, or generation as appropriate

Handling Mixed Projects

Many Unity projects use multiple UI systems simultaneously (e.g., UI Toolkit for runtime game UI plus editor tools). When you detect multiple systems:

  • For runtime UI requests (menus, HUDs, game screens) → Route to whichever runtime system (UITK or uGUI) is already in use
  • For editor tool requests (custom inspectors, editor windows):
    • Prefer UI Toolkit (CreateGUI) for new editor UI — it's the modern approach
    • Only use IMGUI if the project's existing editor tools use IMGUI exclusively, or user explicitly requests IMGUI
    • Check for existing editor .uxml files to confirm UITK usage
  • If creating new runtime UI in a mixed project → Match the pattern used by similar existing UI; if there is no similar existing UI and the user has no preference, use uGUI

來源與署名

來源:Unity-Technologies/unity-agent-plugin位於skills/ui提交ba48956

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