unity-uitoolkit
Skill7 starsChanged 7 months agoMITView on GitHub
Use when working with UI Toolkit (UITK) for Unity — create/edit USS stylesheets and UXML layouts, configure UIDocument in scenes.
In this repository34 other files it gives its agents.
- unity-mcp-skillsSkill
- unity-animatorSkill
- unity-assetSkill
- unity-cameraSkill
- unity-cinemachineSkill
- unity-cleanerSkill
- unity-componentSkill
- unity-consoleSkill
- unity-editorSkill
- unity-eventSkill
- unity-gameobjectSkill
- unity-importerSkill
- unity-lightSkill
- unity-materialSkill
- unity-navmeshSkill
- unity-optimizationSkill
- unity-packageSkill
- unity-perceptionSkill
- unity-physicsSkill
- unity-prefabSkill
- unity-probuilderSkill
- unity-projectSkill
- unity-sceneSkill
- unity-scriptableobjectSkill
- unity-scriptSkill
- unity-shaderSkill
- unity-smartSkill
- unity-terrainSkill
- unity-testSkill
- unity-timelineSkill
- unity-toolingSkill
- unity-uiSkill
- unity-validationSkill
- unity-xrSkill
The file
We split this skill into the rules it gives an agent
11 rules. About 0 are common, 2 are distinctive, and 9 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈2
Distinctive · estimate
This author's own choices. Worth a look.
9
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 10
Use this module for Unity UI Toolkit only: UXML for structure, USS for styling, UIDocument for scene attachment, and PanelSettings for …
- Very specific: line 13
Check ../../mcp-tools.md first for a dedicated official Unity MCP tool.
- Very specific: line 14
If no native tool covers the operation, use ../../recipes/uitoolkit/<command>.md.
- Very specific: line 135
Prefer one UXML root that references shared token/style files through <Style src="..."/>.
- Distinctive: line 136
Keep USS next to UXML when possible so relative style references stay short.
- Very specific: line 137
Use uitk_inspect_uxml before complex structural edits if you did not create the file yourself.
- Very specific: line 142
Create USS/UXML first, then attach them through uitk_create_document.
- Very specific: line 144
When USS and UXML are in the same folder, prefer <Style src="MyStyle.uss" />.
- Distinctive: line 145
Start with design tokens, then component rules, then layout containers.
- Very specific: line 147
When creating 2+ files, use uitk_create_batch.
- Very specific: line 149
Use uitk_create_from_template when the user needs a starter screen fast.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Unity UI Toolkit Skills
When to Use
Use this module for Unity UI Toolkit only: UXML for structure, USS for styling, UIDocument for scene attachment, and PanelSettings for runtime rendering.
Routing:
- Check
../../mcp-tools.mdfirst for a dedicated official Unity MCP tool. - If no native tool covers the operation, use
../../recipes/uitoolkit/<command>.md. - For UGUI Canvas/Button/Text/Image → use the
uimodule. - For XR world-space Canvas conversion → use
xr_setup_ui_canvas. - For attaching an existing UXML to a scene object → use
uitk_create_documentoruitk_set_document. - For generated starter layouts → use
uitk_create_from_template.
Requires Unity 2022.3+. Do not mix this module with
ui_*UGUI/Canvas skills. Localization: Match visible UI text to the user's language. Chinese conversation → Chinese labels/placeholders/button text. USS class names and CSS variables stay English.
Common Mistakes
DO NOT (common hallucinations):
- Requires Unity 2022.3+ — no package install needed; built into the engine
uitoolkit_create_button/uitoolkit_create_labeldo not exist -> useuitk_add_elementuitoolkit_set_styledoes not exist -> useuitk_add_uss_rule,uitk_remove_uss_rule, oruitk_modify_elementuitoolkit_create_canvasdoes not exist -> UI Toolkit usesUIDocument, not Canvasuitk_*andui_*are different systems. Do not mix UI Toolkit structure/styling assumptions into UGUI workflows- USS is not full CSS.
display:grid,box-shadow,calc(),@media,::before,z-index, and gradients are unsupported
Quick Reference
File Skills
| Skill | Use | Key parameters |
uitk_create_uss | Create USS file | savePath, content? |
uitk_create_uxml | Create UXML file | savePath, content?, ussPath? |
uitk_read_file | Read USS/UXML content | filePath |
uitk_write_file | Overwrite file content | filePath, content |
uitk_delete_file | Delete USS/UXML file | filePath |
uitk_find_files | Search files by name/path | type?, folder?, filter?, limit? |
uitk_create_batch | Create 2+ files in one call | items |
Scene Skills
| Skill | Use | Key parameters |
uitk_create_document | Create UIDocument GameObject | name, uxmlPath?, panelSettingsPath?, sortOrder?, parentName?/parentInstanceId?/parentPath? |
uitk_set_document | Change UIDocument asset bindings | name/instanceId, uxmlPath?, panelSettingsPath? |
uitk_create_panel_settings | Create PanelSettings asset | savePath, scaleMode, referenceResolutionX/Y, Unity 6 world-space options |
uitk_get_panel_settings | Read PanelSettings values | assetPath |
uitk_set_panel_settings | Update PanelSettings selectively | assetPath, changed fields only |
uitk_list_documents | List scene UIDocuments | none |
uitk_inspect_document | Inspect live VisualElement tree | name/instanceId/path, depth |
UXML Structure Skills
| Skill | Use | Key parameters |
uitk_add_element | Add a child element | filePath, elementType, parentName?, elementName?, text?, classes? |
uitk_remove_element | Remove by name | filePath, elementName |
uitk_modify_element | Change attributes/classes/text | filePath, elementName, text?, classes?, style?, newName?, bindingPath?, custom attribute fields |
uitk_clone_element | Duplicate an element subtree | filePath, elementName, newName? |
uitk_inspect_uxml | Parse UXML hierarchy | filePath, depth? |
USS Style Skills
| Skill | Use | Key parameters |
uitk_add_uss_rule | Add or replace selector rule | filePath, selector, properties |
uitk_remove_uss_rule | Remove selector rule | filePath, selector |
uitk_list_uss_variables | Inspect design tokens / var() usage | filePath |
Template and CodeGen Skills
| Skill | Use | Key parameters |
uitk_create_from_template | Generate paired UXML+USS | template, savePath, name? |
uitk_create_editor_window | Generate EditorWindow script | savePath, className, uxmlPath?, ussPath?, menuPath? |
uitk_create_runtime_ui | Generate runtime MonoBehaviour query scaffold | savePath, className, elementQueries? |
Supported starter templates include menu, hud, dialog, settings, inventory, list, tab-view, toolbar, card, and notification.
Core Domain Knowledge
USS vs CSS
| Pattern | Supported in USS | What to do |
| Flex layout | Yes | Use flex-direction, flex-wrap, align-items, justify-content |
border-radius, opacity, overflow:hidden | Yes | Safe to use |
| Transforms / transitions | Yes | translate, scale, rotate work |
| CSS variables | Yes | Prefer :root tokens |
display:grid / display:block / display:inline | No | Everything is flex; emulate grids with wrapping rows |
box-shadow | No | Fake with nested background element |
linear-gradient() / radial-gradient() | No | Use image textures |
calc() / @media | No | Use explicit values + PanelSettings.scaleMode |
::before / ::after | No | Add a real child VisualElement |
z-index | No | Later siblings render on top |
Common USS workarounds
| Need | USS-safe workaround |
| Shadow | Extra child VisualElement behind content |
| Responsive scaling | PanelSettings.scaleMode = ScaleWithScreenSize |
| Grid cards | flex-direction: row + flex-wrap: wrap + child widths |
| Circular avatar | Equal width/height + radius = half size + overflow:hidden |
| Pseudo decoration | Add an extra absolutely positioned child |
High-Frequency Parameters
| Skill | Parameters you usually need first |
uitk_create_panel_settings | savePath, scaleMode, referenceResolutionX, referenceResolutionY |
uitk_create_document | name, uxmlPath, panelSettingsPath, sortOrder? |
uitk_add_element | filePath, elementType, parentName?, elementName?, text?, classes? |
uitk_modify_element | filePath, elementName, changed attributes only |
uitk_add_uss_rule | filePath, selector, properties |
PanelSettings choices
ScaleWithScreenSize: default for runtime HUD/menu UIConstantPixelSize: use when strict pixel mapping mattersConstantPhysicalSize: rare; only for physically sized UI requirements
Unity 6 world-space flows also need the scene-side document camera setup after configuring PanelSettings.
File and Structure Rules
- Prefer one UXML root that references shared token/style files through
<Style src="..."/>. - Keep USS next to UXML when possible so relative style references stay short.
- Use
uitk_inspect_uxmlbefore complex structural edits if you did not create the file yourself. uitk_create_uxmlcan auto-reference a stylesheet whenussPathis provided.
Workflow Notes
- Create USS/UXML first, then attach them through
uitk_create_document. - Runtime rendering needs a valid
PanelSettingsasset. - When USS and UXML are in the same folder, prefer
<Style src="MyStyle.uss" />; use a full asset path only for cross-folder references. - Start with design tokens, then component rules, then layout containers.
- For incremental edits, prefer
uitk_read_file-> edit ->uitk_write_file. - When creating 2+ files, use
uitk_create_batch. - Unity 6 world-space rendering uses PanelSettings world-space options plus the scene-side
UIDocumentcamera setup. - Use
uitk_create_from_templatewhen the user needs a starter screen fast; useuitk_add_element/uitk_add_uss_rulefor targeted edits on existing files.
Design Token Starter (:root)
:root {
--color-primary: #E8632B;
--color-primary-dark: #C9521D;
--color-secondary: #2B7DE8;
--color-bg: #FFF8F0;
--color-surface: #FFFFFF;
--color-text: #1A1A1A;
--color-muted: #666666;
--color-border: #E0E0E0;
--space-sm: 8px;
--space-md: 16px;
--space-lg: 24px;
--radius-md: 8px;
--radius-lg: 16px;
--font-md: 14px;
--font-lg: 18px;
}UXML Element Quick Reference
<engine:VisualElement name="root" class="my-class" />
<engine:ScrollView mode="Vertical" name="scroll" />
<engine:Button text="Click Me" name="btn" />
<engine:Label text="Hello World" name="my-label" />
<engine:TextField label="Name:" value="default" name="input" />
<engine:Toggle label="Enable" value="true" name="toggle" />
<engine:Slider label="Volume" low-value="0" high-value="1" value="0.8" />
<engine:DropdownField label="Quality" choices="Low,Medium,High" value="Medium" />
<engine:IntegerField label="Count" value="0" />
<Style src="MyStyle.uss" />RunCommand Examples
Recipe path rule: ../../recipes/uitoolkit/<command>.md
See ../../recipes/uitoolkit/<command>.md for C# templates.
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