| name | unity-ui |
| description | Unity UGUI (Canvas-based UI) creation and layout: Canvas, Panel, Button, Text (TMP auto-detect), Image, RawImage, InputField, Slider, Toggle, Dropdown, ScrollView, Scrollbar, RectTransform anchors and layout groups. This is the GameObject + Canvas system; for UXML/USS use the `uitoolkit` module. Triggers: UGUI, UI, Canvas, ScreenSpaceOverlay, Button, Text, TextMeshPro, TMP, Image, RawImage, Panel, Slider, Toggle, Dropdown, ScrollView, ScrollRect, Scrollbar, InputField, RectTransform, anchor, pivot, layout group, vertical layout, horizontal layout, grid layout, LayoutElement, CanvasGroup, mask, RectMask2D, outline, shadow, 界面, 按钮, 文本, 文字, 图片, 面板, 滑块, 开关, 下拉, 滚动视图, 滚动条, 输入框, 锚点, 布局, 画布, 蒙版. |
Unity UI Skills
Use this module for Unity UGUI / Canvas workflows. It is separate from UI Toolkit.
Batch-first: Prefer ui_create_batch when creating 2+ UI elements.
Operating Mode
- Approval:查询类 skill(
ui_find_all,源码标 SkillMode.SemiAuto)直接执行;其余创建/修改类(ui_create_* / ui_set_* / ui_add_* / ui_layout_children / ui_align_selected 等,标 SkillMode.FullAuto)需用户 grant,grant 后服务端一步执行返结果。
- Auto / Bypass:所有 skill 直接执行;Auto 走 AI 自我评估,Bypass 全放行。
- 本模块不含 Delete / PlayMode / Reload / 高危 skill,无 Bypass-only 拦截项。删除 UI 节点请走
gameobject 模块。
DO NOT (common hallucinations):
ui_add_canvas does not exist -> use ui_create_canvas
ui_create_label does not exist -> use ui_create_text
ui_create_checkbox does not exist -> use ui_create_toggle
ui_set_color does not exist -> use component_set_property on Image/Text, or the dedicated UI property skills when available
- Do not confuse UGUI (
ui) with UI Toolkit (uitoolkit)
Routing:
- For UXML/USS/UIDocument -> use
uitoolkit
- For XR-compatible world-space Canvas conversion -> use
xr_setup_ui_canvas
- For text updates after creation -> use
ui_set_text
- For layout and alignment -> use
ui_layout_children, ui_align_selected, ui_distribute_selected
Skills
Create Skills
| Skill | Use | Key parameters |
|---|
ui_create_canvas | Create Canvas | name?, renderMode? |
ui_create_panel | Create panel container | name?, parent?, r/g/b/a? |
ui_create_button | Create button | name?, parent?, text?, width/height? |
ui_create_text | Create text label | name?, parent?, text?, fontSize?, r/g/b? |
ui_create_image | Create image | name?, parent?, spritePath?, width/height? |
ui_create_inputfield | Create input field | name?, parent?, placeholder?, width/height? |
ui_create_slider | Create slider | name?, parent?, minValue?, maxValue?, value? |
ui_create_toggle | Create toggle | name?, parent?, label?, isOn? |
ui_create_dropdown | Create dropdown | name?, parent?, options?, width/height? |
ui_create_scrollview | Create ScrollRect hierarchy | name?, parent?, width/height?, horizontal?, vertical? |
ui_create_rawimage | Create RawImage | name?, parent?, texturePath?, width/height? |
ui_create_scrollbar | Create scrollbar | name?, parent?, direction?, value?, size? |
ui_create_batch | Create multiple UI elements | items (JSON string array) |
Query and Layout Skills
| Skill | Use | Key parameters |
|---|
ui_find_all | Find scene UI elements | uiType?, limit? |
ui_set_text | Update text content | name, text |
ui_set_rect | Set RectTransform size/offsets | target, width, height, posX, posY, left/right/top/bottom? |
ui_get_rect_transform | Read full RectTransform data | target |
ui_set_rect_transform | Set full RectTransform data | anchors, pivot, offsets, local transform, width/height |
ui_set_rect_transform_batch | Set full RectTransform data for multiple elements | items |
ui_set_anchor | Apply anchor preset | target, preset?, setPivot? |
ui_layout_children | Vertical/Horizontal/Grid layout | target, layoutType?, spacing? |
ui_align_selected | Align current selection | alignment? |
ui_distribute_selected | Distribute current selection | direction? |
Property and Effect Skills
| Skill | Use | Key parameters |
|---|
ui_set_image | Image type/fill/sprite | target, type?, fillMethod?, fillAmount?, spritePath? |
ui_add_layout_element | Add LayoutElement constraints | target, width/height prefs, flex values |
ui_add_canvas_group | Add CanvasGroup | target, alpha?, interactable?, blocksRaycasts? |
ui_add_mask | Add Mask or RectMask2D | target, maskType?, showMaskGraphic? |
ui_add_outline | Add Shadow/Outline effect | target, effectType?, r/g/b/a?, distanceX/Y? |
ui_configure_selectable | Configure transitions/navigation/colors | target, transition?, navigationMode?, color values |
High-Frequency Defaults
Canvas and Parenting
ui_create_canvas defaults to ScreenSpaceOverlay.
- Most create skills accept
parent; if omitted, Unity will create under the active Canvas or scene root depending on the implementation context.
- For reusable menu groups, create the Canvas once, then create a Panel and put all child controls under that panel.
Common Create Parameters
| Skill | High-frequency fields |
|---|
ui_create_button | text, width, height |
ui_create_text | text, fontSize, r/g/b |
ui_create_image | spritePath, width, height |
ui_create_slider | minValue, maxValue, value |
ui_create_toggle | label, isOn |
ui_create_dropdown | options |
ui_create_scrollview | horizontal, vertical, movementType |
Important:
- Most create skills do not take explicit
x/y placement.
- Create first, then place/anchor with
ui_set_rect, ui_set_anchor, or ui_layout_children.
Full RectTransform Editing
Use ui_set_rect_transform when you need Inspector-level RectTransform coverage instead of a preset.
| Skill | Parameters |
|---|
ui_get_rect_transform | name, instanceId, path |
ui_set_rect_transform | target + anchorMinX/Y, anchorMaxX/Y, pivotX/Y, anchoredPosX/Y/Z, sizeDeltaX/Y, offsetMinX/Y, offsetMaxX/Y, localPosX/Y/Z, localRotX/Y/Z, localScaleX/Y/Z, width, height |
ui_set_rect_transform_batch | items JSON array with the same per-target fields |
ui_get_rect_transform
Get full RectTransform data for a UI element.
| Parameter | Type | Required | Default | Description |
|---|
name | string | No* | null | GameObject name |
instanceId | int | No* | 0 | GameObject instance ID |
path | string | No* | null | Hierarchy path |
Returns: { success, name, instanceId, path, anchorMin, anchorMax, pivot, anchoredPosition3D, sizeDelta, offsetMin, offsetMax, localPosition, localEulerAngles, localScale, rect }
ui_set_rect_transform
Set full RectTransform data for a UI element.
| Parameter | Type | Required | Default | Description |
|---|
name | string | No* | null | GameObject name |
instanceId | int | No* | 0 | GameObject instance ID |
path | string | No* | null | Hierarchy path |
anchorMinX / anchorMinY | float | No | null | Anchor min |
anchorMaxX / anchorMaxY | float | No | null | Anchor max |
pivotX / pivotY | float | No | null | Pivot |
anchoredPosX / anchoredPosY / anchoredPosZ | float | No | null | Anchored position 3D |
sizeDeltaX / sizeDeltaY | float | No | null | Size delta |
offsetMinX / offsetMinY | float | No | null | Offset min |
offsetMaxX / offsetMaxY | float | No | null | Offset max |
localPosX / localPosY / localPosZ | float | No | null | Local position |
localRotX / localRotY / localRotZ | float | No | null | Local euler rotation |
localScaleX / localScaleY / localScaleZ | float | No | null | Local scale |
width / height | float | No | null | Size with current anchors |
Returns: same shape as ui_get_rect_transform.
ui_set_rect_transform_batch
Set full RectTransform data for multiple UI elements.
| Parameter | Type | Required | Default | Description |
|---|
items | json string | Yes | - | JSON array of per-item target and RectTransform fields |
Returns: { success, totalItems, successCount, failCount, results }
Layout and Anchoring Rules
ui_set_anchor is the fastest way to move a control into a standard layout position.
ui_set_rect is better for precise size/offset edits after anchoring.
ui_layout_children is preferred over hand-positioning every child when building vertical, horizontal, or grid menus.
Anchor presets commonly used in production:
MiddleCenter for modal/menu panels
TopLeft or TopRight for HUD corners
StretchAll for full-screen backgrounds
TextMeshPro Note
Text creation auto-detects TMP:
- TMP available ->
TextMeshProUGUI
- TMP unavailable -> legacy
Text
Read the response payload if you need to know which one was created before later component-specific edits.
Workflow Notes
- Create a Canvas first.
- Use panels to group related controls.
- Prefer
ui_create_batch for menus, HUD groups, and repeated widgets.
- Use anchors and layout groups before hand-placing every child.
- Text creation auto-detects TextMeshPro. Responses indicate whether TMP was used.
- For world-space gameplay UI, build the Canvas here first, then convert for XR only if needed.
ui_create_batch is mainly for bulk creation, not precise positioning. Follow it with layout or rect/anchor adjustments.
ui_create_batch.items is a JSON string parameter in the current REST/API layer, not a raw array object.
Minimal Example
import unity_skills
import json
unity_skills.call_skill("ui_create_canvas", name="MainMenu")
unity_skills.call_skill("ui_create_panel", name="MenuPanel", parent="MainMenu", a=0.7)
unity_skills.call_skill("ui_set_rect", name="MenuPanel", width=320, height=240)
unity_skills.call_skill("ui_create_batch", items=json.dumps([
{"type": "Button", "name": "StartBtn", "parent": "MenuPanel", "text": "Start", "width": 220, "height": 44},
{"type": "Button", "name": "OptionsBtn", "parent": "MenuPanel", "text": "Options", "width": 220, "height": 44},
{"type": "Button", "name": "QuitBtn", "parent": "MenuPanel", "text": "Quit", "width": 220, "height": 44}
]))
unity_skills.call_skill("ui_set_anchor", name="MenuPanel", preset="MiddleCenter")
unity_skills.call_skill("ui_layout_children", name="MenuPanel", layoutType="Vertical", spacing=12)
Exact Signatures
Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.
Load UI_REFERENCE.md for extended element creation details, property tables, and larger UGUI examples.