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unity-racing-ui
Unity Racing UI — HUD, Menus, and Race Management
Instalar con Codex o Claude Copia este prompt, pégalo en Codex, Claude u otro asistente, y deja que revise la página de la skill y la instale por ti.
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Unity Racing UI — HUD, Menus, and Race Management
Instalar con Codex o Claude Copia este prompt, pégalo en Codex, Claude u otro asistente, y deja que revise la página de la skill y la instale por ti.
Basado en la clasificación ocupacional SOC
Unity ScriptableObject Architecture
Unity Shaders
Unity State Machines
Registers new C# files in resources/manifests/<system>.json (files array + tests.editmode/playmode list) and validates with just validate-registry. Use when creating any new script, adding a new game system, or fixing 'orphan file' CI failures. Trigger phrases: 'add to manifest', 'register file', 'new system', 'validate registry'. Key capabilities: exact JSON manifest format, ACTIVE/DEPRECATED/EXPERIMENTAL status, dependency declarations, test class name mapping for pre-push gating via resolve_module_tests.py. Do NOT use for modifying physics logic or editing game scripts unrelated to registration.
Unity Terrain & Track Creation for RC Racing
Unity Testing, Debugging & QA
| name | unity-racing-ui |
| description | Unity Racing UI — HUD, Menus, and Race Management |
Use this skill when building racing game UI systems including in-race HUD, menu flow, minimap, split-screen viewports, leaderboards, ghost data display, race start sequences, and accessibility features.
Position critical telemetry where the eye naturally rests:
| Element | Position | Update Rate | Canvas |
|---|---|---|---|
| Speedometer (needle) | Bottom-center | Every frame | Dynamic-fast |
| RPM bar | Bottom-center, above speed | Every frame | Dynamic-fast |
| Gear indicator | Bottom-center, inset | On change | Dynamic-fast |
| Lap timer | Top-center | Every frame | Dynamic-fast |
| Sector delta (+/-) | Top-center, below timer | On sector crossing | Dynamic-slow |
| Lap counter | Top-right | On lap crossing | Dynamic-slow |
| Position indicator | Top-right, below lap | On position change | Dynamic-slow |
| Minimap | Bottom-left or top-left | Every 2-3 frames | Dynamic-slow |
| Race notifications | Center, fade-in/out | On event | Dynamic-slow |
Use the right UI system for each context:
| Context | System | Rationale |
|---|---|---|
| Main menu, settings, vehicle select | UI Toolkit | Complex layouts, USS styling, scrollable lists, data binding |
| In-race HUD | uGUI Canvas | Per-frame updates, render texture minimap, world-space markers |
| Pause overlay | UI Toolkit | Modal dialog over HUD, does not need per-frame updates |
| Results screen | UI Toolkit | Table layout, scrolling, styled text |
UI Toolkit lacks efficient per-frame element updates and render texture integration needed for racing HUD. uGUI Canvas with CanvasRenderer is purpose-built for real-time telemetry display.
Menu systems with complex layouts, data binding, and styling are verbose and fragile in uGUI. UI Toolkit's USS + UXML provides CSS-like layout that scales better for menu hierarchies.
cullingMask to only render terrain, track, and vehicle layers.RenderTexture (sufficient resolution for a minimap).RawImage UI element in the HUD.Camera.targetTexture and disable the camera, then call Camera.Render() manually on a timer.Image icons positioned via world-to-minimap coordinate mapping.// 2-player horizontal split
camera1.rect = new Rect(0f, 0.5f, 1f, 0.5f); // Top half
camera2.rect = new Rect(0f, 0f, 1f, 0.5f); // Bottom half
// 2-player vertical split
camera1.rect = new Rect(0f, 0f, 0.5f, 1f); // Left half
camera2.rect = new Rect(0.5f, 0f, 0.5f, 1f); // Right half
Screen Space - Camera mode, assigned to their camera.Screen Space - Overlay canvases span the full screen and cannot be split. Always use Screen Space - Camera for split-screen HUD.{trackId, entries: [{name, time, date, ghostFile}]}.Application.persistentDataPath/leaderboards/.SteamUserStats.UploadLeaderboardScore.TextMeshProUGUI with cached format strings (no string.Format per frame)Screen Space - Camera, not Screen Space - Overlay| Skill | When to Use |
|---|---|
unity-ui-toolkit | UI Toolkit fundamentals, USS styling, UXML layout, data binding |
unity-ui-design | General UI/UX design patterns and principles |
unity-input-system | Input System setup, rebinding, action maps |