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unity-ui-design

Design, build, and visually validate Unity interfaces through Unity MCP. Use for UI Toolkit UXML and USS, UIDocument and PanelSettings, uGUI Canvas hierarchies, TextMeshPro, menus, HUDs, dialogs, settings, inventory, responsive anchors and layouts, controller or keyboard navigation, accessibility states, UI interaction wiring, and screenshot-driven UI review.

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SKILL.md
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name
unity-ui-design
description
Design, build, and visually validate Unity interfaces through Unity MCP. Use for UI Toolkit UXML and USS, UIDocument and PanelSettings, uGUI Canvas hierarchies, TextMeshPro, menus, HUDs, dialogs, settings, inventory, responsive anchors and layouts, controller or keyboard navigation, accessibility states, UI interaction wiring, and screenshot-driven UI review.
# Unity UI Design Choose the project's existing UI system, build a complete interaction slice, and validate it visually at target resolutions. ## Choose the UI System 1. Read `mcpforunity://project/info` and inspect existing UI assets and scene components. 2. Continue with the established system unless the user asks for a migration. 3. Prefer UI Toolkit for UXML/USS-based runtime or editor UI in projects already using it. 4. Prefer uGUI for existing Canvas workflows, world-space UI, or package integrations built around Canvas components. 5. Use IMGUI only for custom Editor tooling that requires it; implement it in C# rather than forcing it through runtime UI tools. ## UI Toolkit Workflow 1. Use `manage_ui(action="list")` and read existing UXML, USS, UIDocument, and PanelSettings assets. 2. Create semantic UXML structure and reusable USS classes. 3. Link stylesheets with `manage_ui(action="link_stylesheet")`; use `<ui:Style>`, never a bare `<Style>` element. 4. Create or reuse PanelSettings with explicit scale mode and reference resolution. 5. Attach the UIDocument, inspect the visual tree, and modify named live elements when iterating. 6. Use `render_ui` with inline image output. In Play mode, call again when the first capture reports pending. ## uGUI Workflow 1. Inspect Canvas, EventSystem, TextMeshPro, Input System, and existing layout conventions. 2. Create the hierarchy in batches: Canvas, safe-area/root layout, panels, controls, text, and feedback layers. 3. Configure anchors, pivots, offsets, CanvasScaler, Layout Groups, ContentSizeFitter, navigation, and raycast targets deliberately. 4. Wire behavior through compiled scripts and serialized references. Avoid fragile name-based lookups. 5. Enter Play mode and capture the Game View at representative aspect ratios. ## Design and Accessibility Rules - Define states for normal, hover/focus, pressed, selected, disabled, validation error, loading, empty, and success where relevant. - Keep touch targets, contrast, text size, focus order, controller navigation, and localization expansion in scope. - Reuse typography, spacing, color, and component tokens instead of styling each control independently. - Verify safe areas and wide/tall aspect ratios for mobile UI. - Do not declare success from hierarchy alone; inspect a rendered image and test the primary interaction. ## Completion Gate Require a clean console, readable screenshots at target resolutions, functional pointer and configured non-pointer navigation, correct state transitions, and saved UI assets/scenes. Read the shared [UI workflows](../unity-mcp-skill/references/workflows.md#ui-creation-workflows) and [tool reference](../unity-mcp-skill/references/tools-reference.md) as needed.
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