About unity-ui
unity-ui is a skill module for building Unity UGUI and Canvas interfaces. It provides operations for creating common controls, editing RectTransform properties, and arranging elements with anchors and layout groups.
Key features
- 01Create Canvas and common UI controls
- 02Batch-create multiple UI elements
- 03Edit RectTransform properties
- 04Configure anchors and layout groups
- 05Inspect UI elements in a scene
Use cases
- 01Build a menu or HUD
- 02Create groups of repeated UI controls
- 03Adjust UI sizing and anchors
- 04Arrange children in grids or rows
MCP support
The input documents skills used through the Unity skills system, but does not specify an MCP interface.
Install
Copy the command and run it in a terminal.
npx skills add https:/ / github.com/ besty0728/ unity-skills --skill unity-uiAfter installing, type/unity-uiin Claude Code to confirm it loaded.
Bundled filesUI_REFERENCE.md
Details
From the project READMEBefore calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via
GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
Triggers
- Building UGUI screens
- Adding Canvas elements
- Arranging UI layout
- 搭建 UGUI 界面、添加 Canvas 元素、排布 UI 布局
Unity UI Skills
Use this module for Unity UGUI / Canvas workflows. It is separate from UI Toolkit.
Batch-first: Prefer
ui_create_batchwhen creating2+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_canvasdoes not exist -> useui_create_canvasui_create_labeldoes not exist -> useui_create_textui_create_checkboxdoes not exist -> useui_create_toggleui_set_colordoes not exist -> usecomponent_set_propertyonImage/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_canvasdefaults toScreenSpaceOverlay.- 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/yplacement. - Create first, then place/anchor with
ui_set_rect,ui_set_anchor, orui_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_anchoris the fastest way to move a control into a standard layout position.ui_set_rectis better for precise size/offset edits after anchoring.ui_layout_childrenis preferred over hand-positioning every child when building vertical, horizontal, or grid menus.
Anchor presets commonly used in production:
MiddleCenterfor modal/menu panelsTopLeftorTopRightfor HUD cornersStretchAllfor 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_batchfor 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_batchis mainly for bulk creation, not precise positioning. Follow it with layout or rect/anchor adjustments.ui_create_batch.itemsis 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.
Common Errors
Full transport-level codes (COMPILING/RATE_LIMIT etc.) → ../../references/protocol-error-codes.md
| Error | Trigger | Fix |
|---|---|---|
TARGET_NOT_FOUND | The parent GameObject, UI element, RectTransform, Text/Image/Selectable component, or sprite asset could not be found. | Use ui_find_all, gameobject_find, or scene_get_hierarchy to locate the element, and verify sprite paths with asset_find. |
SEMANTIC_INVALID | An invalid value was supplied, such as an unknown anchor preset, layout type, alignment, or name/path with separators. | Choose a valid preset/type from the error context (e.g., MiddleCenter, Vertical, TopLeft) and retry. |
SKILL_ERROR | A selection-based operation failed because fewer than the required number of UI elements were selected (e.g., Select at least 2 UI elements). | Select the required UI elements in the Hierarchy before calling alignment/distribution skills. |