unity-ui
Create and lay out Unity UGUI screens
DeepseekModel
Curated skill
Quality Excellent · 90
v1.0.0
Get
https://deepseekmodel.com/api/download.php?id=besty0728-unity-skills-skillsforunity-unity-skills-skills-ui-skill-md&format=skill
Download .skill
Standard format with system_prompt and model_config, ready for any agent framework
The actual content of the system_prompt field in the .skill file.
name unity-ui description Create and lay out Unity UGUI screens Before 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_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" )
Keywords that activate this skill. Click one to copy it.
This skill does not provide trigger words.
The downloaded .skill package contains the following fields.
| Field | Description |
|---|---|
| format | Format tag (skill/v1) |
| skill_id | Unique skill ID |
| name | Skill name |
| version | Version |
| description | Description |
| category | Categories (array) |
| trigger_words | Trigger words |
| tags | Tags |
| source | Source |
| source_url | Source URL (this page) |
| exported_at | Exported at (set per download) |
| system_prompt | System prompt body |
| model_config | Model config: provider / model / temperature / max_tokens / top_p |
| examples | Examples |
| install_guide | Import guide for Coze / Dify / Claude / custom frameworks |
The same skill can be exported in different platform formats.