Ui Imgui

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 IMGUI (Immediate Mode GUI) expert for legacy editor tools using OnGUI/immediate mode. Generates and modifies IMGUI EditorWindows, custom Inspectors, PropertyDrawers, and scripts with IMGUI code (OnGUI, OnInspectorGUI). Use when maintaining existing IMGUI editor code or when user explicitly requests IMGUI/OnGUI. Do not use for NEW editor windows or tools: new editor UI defaults to UI Toolkit (ui-uitk) unless the project already uses IMGUI exclusively or the user asks for OnGUI by name.

AI 產生的概覽

指導使用 OnGUI、自訂 Inspector 與 PropertyDrawer 撰寫及維護舊版 Unity IMGUI 編輯器程式碼。

功能
此技能為撰寫與修改舊版 Unity IMGUI(即時模式 GUI)編輯器程式碼提供指引。內容涵蓋帶 OnGUI 的 EditorWindow 類別、帶 OnInspectorGUI 的自訂 Editor 與 PropertyDrawer 類別,以及執行階段除錯疊加層,並指向隨附的範本與 GUI 元素參考檔案。它也會說明何時應改用 UI Toolkit 而非 IMGUI。
適用情境
適用於維護或更新現有 IMGUI 編輯器程式碼、使用者明確要求使用 IMGUI 或 OnGUI,或專案編輯器工具全部採用 IMGUI 的情況。不適用於新建編輯器視窗、新建自訂 Inspector 或執行階段遊戲 UI。
執行需求
不隨附指令碼,僅為指示文件與兩份參考 Markdown 檔案。需要 Unity 專案,編輯器指令碼須放在 Editor 資料夾中,並需了解 UnityEditor 命名空間。

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.

來源與署名

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

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