# ui

Picks the right Unity UI system for a request and hands it to a matching skill. Useful when someone asks for a menu or panel without naming a framework.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 5000 installs · ★ 1149
- Author: Unity-Technologies
- License: LicenseRef-Unknown · policy=link-only · description only; the file stays with the author
- Source: https://github.com/Unity-Technologies/skills/tree/HEAD/skills/ui/SKILL.md
- Updated: 2026-10-23
- HTML: https://affpapa.org/en/nevibecode/skills/ui

## What it does

The skill reads the request and decides where it goes: `ui-uitk` for UI Toolkit, `ui-ugui` for Canvas, `ui-imgui` for immediate mode. It starts with explicit signals — `.uxml` and `.uss` files, the words "UI Toolkit", "Canvas", "RectTransform", "OnGUI". With nothing named, it scans the project: markup files, `UIDocument` components, a `CreateGUI()` method, scenes holding a Canvas.

If the system still isn't clear, new runtime UI goes to uGUI and new editor windows go to UI Toolkit. A project that already has markup gets matched to its existing files instead of a default. Comparison questions like how UI Toolkit differs from uGUI are answered on the spot, without routing.

Figma import is out of scope. That needs the integration service inside Unity AI Assistant, and there is no client-side stand-in. Hand it a Figma link and it will ask for a description or screenshot, then build from that with the chosen framework. Install runs through `npx skills add`.

## Requirements
- Works with: Unity

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add Unity-Technologies/skills --skill ui -a claude-code
```

2. **Manually: put the files in place**
- File: `~/.claude/skills/ui/SKILL.md` — Copy the whole skill folder; for one project use .claude/skills/ui/

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add Unity-Technologies/skills --skill ui -a codex
```

2. **Manually: put the files in place**
- File: `.agents/skills/ui/SKILL.md` — For all projects use ~/.agents/skills/

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add Unity-Technologies/skills --skill ui -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/ui/SKILL.md` — Cursor also reads .agents/skills/ and .claude/skills/

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install Unity-Technologies/skills ui
```

2. **Manually: put the files in place**
- File: `.github/skills/ui/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add Unity-Technologies/skills --skill ui -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/Unity-Technologies/skills --path skills/ui
```

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/ui/SKILL.md` — The legacy .windsurf/skills/ path still works

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add Unity-Technologies/skills --skill ui -a opencode
```

### Claude.ai

**Claude.ai**
- Zip the folder and upload it in Settings → Capabilities → Skills

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/Unity-Technologies/skills/tree/HEAD/skills/ui/SKILL.md

## When to use it
- choose between UI Toolkit, uGUI and IMGUI for a new panel
- detect which UI system a project already uses
- build a settings screen without naming a framework
- get an answer on how Unity UI systems compare
- separate runtime UI from editor tooling in one project

## Example prompts
- Build an inventory screen for Unity, I'm not naming a framework — figure it out
- How does UI Toolkit differ from uGUI, and which should I use for mobile?
- Add a settings panel to the editor, the project is already on UI Toolkit

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## Other versions with the same name
- [ui · tw93](https://affpapa.org/en/nevibecode/skills/tw93-ui.md) — 4300 installs

From the same set: [unity-technologies/skills](https://affpapa.org/en/nevibecode/by/unity-technologies/skills.md) — 31 cards

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