UI Ugui
Understands, edits, and generates Unity uGUI Canvas hierarchies, RectTransforms, Layout...
Install
npx skills add Unity-Technologies/skills --skill ui-ugui -g -a claude-code -y- Repository
- Unity-Technologies/skills1.2k
- Category
- Design
- Updated
- 5d ago
- License
- See repository
- Context cost
- Mediumabout 3,000 tokens
- Runs scripts
- No, instructions only
What it does
Understands, edits, and generates Unity uGUI Canvas hierarchies, RectTransforms, Layout Groups, and prefab UI. Use for requests involving Canvas, uGUI, RectTransform, or prefab UI files.
Understand existing Unity uGUI, make targeted edits, and generate new Canvas-based hierarchies.
When working with ScrollRect/ScrollView, read the reference file:
- references/scrollview-setup.md, Required hierarchy, setup rules, and common failures
Scope
Determine what the user is asking for:
| Request Type | Action |
|---|---|
| Question about UI | Understand, analyze hierarchy, explain structure |
| Change specific element | Edit, targeted modification only |
| Create new UI | Generate, create new hierarchy |
| Fix/improve existing UI | Edit, modify existing, don't rebuild |
Generate only what is requested:
| Request | Output |
|---|---|
| UI layout | Prefab or scene hierarchy only |
| "with code" / "with logic" / "functional" | Hierarchy + scripts |
These do NOT imply scripts:
- "proper buttons" → well-configured Button components
- "working UI" → valid hierarchy that renders
- "menu screen" → visual layout only
Critical Rules
Namespace disambiguation:
- Always use fully qualified type names when creating or referencing UI components
UnityEngine.UI.Image, notImageUnityEngine.UI.Button, notButton- Other namespaces in the project can cause ambiguous type errors
Verify before modifying:
- Always check what exists before making changes
- Confirm parent objects exist before adding children
- Verify components are present before modifying properties
- Never assume hierarchy state, query it first
Incremental fixes over rebuilds:
- When fixing issues, make targeted corrections
- Never destroy and recreate entire hierarchies to fix problems, destroyed objects cause null reference cascades
- Prefer identifying the specific broken property and fixing only that over rewriting large sections
- When a fix fails, revert the change before trying an alternative approach


