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unity-uitoolkit

Build Unity UI Toolkit (UITK) UIs

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ダウンロード .skill 標準形式。system_prompt と model_config を収録し、任意の Agent で利用可能
.skill ファイルの system_prompt フィールドの実際の内容。
name unity-uitoolkit description Build Unity UI Toolkit (UITK) UIs 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 Authoring runtime or editor UI with UI Toolkit Writing USS/UXML Wiring a UIDocument Binding UI to data Building world-space UI 用 UI Toolkit 编写运行时或编辑器 UI、编写 USS/UXML、接入 UIDocument、把 UI 绑定到数据源、做世界空间 UI Unity UI Toolkit Skills Use this module for Unity UI Toolkit only: UXML for structure, USS for styling, UIDocument for scene attachment, and PanelSettings for runtime rendering. 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. Operating Mode Approval :查询类 skill( uitk_read_file / uitk_find_files / uitk_get_panel_settings / uitk_list_documents / uitk_inspect_uxml / uitk_list_uss_variables / uitk_inspect_document / uitk_runtime_binding_list / uitk_worldspace_panel_get / uitk_element_reference_get ,源码标 SkillMode.SemiAuto )直接执行;其余文件/场景写入类( uitk_create_* / uitk_write_file / uitk_add_* / uitk_modify_element / uitk_runtime_binding_add / uitk_uxml_upgrade / uitk_worldspace_panel_create 等,标 SkillMode.FullAuto )需用户 grant,grant 后服务端一步执行返结果。 Auto / Bypass :未被禁列表拦截的 skill 直接执行。 本模块 含 Delete 类 skill : uitk_delete_file 、 uitk_remove_element 、 uitk_remove_uss_rule 标记为 SkillOperation.Delete ,被 IsForbiddenInSemi 静态拦截 —— 仅 Bypass 模式或加入 Allowlist 才能调用。 本模块 另含 2 个域重载类 skill : uitk_create_editor_window 与 uitk_create_runtime_ui 会生成 .cs 文件、必然触发域重载,因此标 MayTriggerReload = true 。 IsForbiddenInSemi 直读这个 flag,所以它们和上面的 Delete 类同样被静态拦截 —— Approval 与 Auto 下都返 MODE_FORBIDDEN ,且这不是"需 grant"、grant 也给不了 ,仅 Bypass 或命中 Allowlist 才能调用。这两个是上面第一条"其余写入类需用户 grant"的例外。 同一个 flag 还有第二个后果: ?mode=transactional 的批量链里含这两步,会在执行前被 400 拒绝 ,错误点名违规的 steps[i] 。原因是域重载会清空编辑器 undo 栈,事务批量的回滚承诺无法兑现,所以服务端选择前置拒绝而不是事后失败。要在事务批量的流程里生成脚本,把这两步拆出去单独调用。 Asset 重导行为 :所有写文件/删文件 skill 通过 AssetDatabase.ImportAsset(path) 对单个 USS/UXML 资产单独触发导入, 不会 调 AssetDatabase.Refresh() 触发全项目扫描;批量创建依次单独 Import。但 USS/UXML 是 ScriptedImporter 类型,Import 仍会重建依赖此资产的 PanelSettings/UIDocument 引用,触发 IMGUI 检查器刷新与场景视图重绘。 DO NOT (common hallucinations): uitoolkit_create_button / uitoolkit_create_label do not exist -> use uitk_add_element uitoolkit_set_style does not exist -> use uitk_add_uss_rule , uitk_remove_uss_rule , or uitk_modify_element uitoolkit_create_canvas does not exist -> UI Toolkit uses UIDocument , not Canvas uitk_* and ui_* 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 binding-path (on uitk_add_element / uitk_modify_element ) is the old SerializedObject editor binding. It is not runtime data binding -> use uitk_runtime_binding_add for that Do not add a PanelRenderer through component_add ; it needs world-space setup -> use uitk_worldspace_panel_create Routing : For UGUI Canvas/Button/Text/Image -> use the ui module For XR world-space Canvas conversion -> use xr_setup_ui_canvas For generated starter layouts -> use uitk_create_from_template For attaching an existing UXML to a scene object -> use uitk_create_document or uitk_set_document Skills 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 USS/UXML content filePath ( must end .uss or .uxml ), 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 uitk_write_file is not a general file writer. filePath must end in .uss or .uxml (case-insensitive). Any other extension — including none at all — is rejected with SEMANTIC_INVALID , validValues: [".uss", ".uxml"] and a relatedSkills pointer to script_create . The check runs before the target directory is created, so a rejected call leaves no file and no stray folder behind. Do not reach for this to write a .cs file: use script_create , which correctly declares the domain reload that writing a script causes. 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 Version-gated PanelSettings parameters — rejected by name, never silently dropped. On both uitk_create_panel_settings and uitk_set_panel_settings , renderMode , forceGammaRendering , bindingLogLevel , colliderUpdateMode , colliderIsTrigger and vertexBudget require Unity 6.0+ , and textureSlotCount requires Unity 6000.3+ . Passing one on an older editor returns SEMANTIC_INVALID naming the parameter rather than ignoring it, so a value you sent either took effect or came back as an error — it is never quietly discarded. Both skills also resolve every enum and asset path before the first write, so a rejected call leaves the asset byte-identical; there is no partial application to clean up. 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 . Unity 6 Skills (version-gated) These skills call APIs that do not exist on every supported editor. Each one checks the running editor first and returns a structured SEMANTIC_INVALID error carrying requiredUnityVersion and currentUnityVersion instead of failing in an opaque way. Read the minimum version before calling. Skill Minimum Unity Use Key parameters uitk_runtime_binding_add 6000.0 Add/update a <DataBinding> on a UXML element filePath , elementName , property , bindingMode? , dataSource? , dataSourcePath? , extraAttributes? uitk_runtime_binding_list none (read-only) List bindings + data sources declared in a UXML file filePath uitk_uxml_upgrade 6000.3 (not all builds — see below) Run registered UXML upgraders over assets filePath? , folder? , upgraderNames? , listOnly? , limit? uitk_worldspace_panel_create 6000.2 Create a world-space UI panel GameObject name , uxmlPath? , panelSettingsPath? , sizeMode? , worldSpaceSizeX/Y? , pivot? , pivotReferenceSize? , setPanelRenderMode? uitk_worldspace_panel_get 6000.2 Read a world-space panel's configuration name / instanceId / path uitk_element_reference_get none (read-only) List authoring-id values and nested authoring-id paths filePath , maxTemplateDepth? Runtime data binding uitk_runtime_binding_add writes the binding into the UXML asset , so it persists — it is not a runtime-only code call. It produces the markup Unity's UI Builder produces: < engine:Label text = "Label" data-source = "ExampleObject.asset" data-source-path = "simpleLabel" > < Bindings > < engine:DataBinding property = "text" binding-mode = "ToTarget" /> </ Bindings > </ engine:Label > data-source / data-source-path are written on the element ; property / binding-mode on the <DataBinding> . bindingMode is validated against TwoWay , ToSource , ToTarget , ToTargetOnce . An invalid value is rejected before writing, because a bad binding-mode makes the whole UXML asset fail to import. Calling it twice for the same elementName + property updates in place (response action is added or updated ), so it is safe to re-run. extraAttributes takes a JSON object (e.g. {"update-trigger":"OnSourceChanged"} ) written verbatim onto the <DataBinding> node. These are not schema-validated by the skill — a wrong attribute name breaks the asset import. Only use it for attributes you have confirmed. Binding a data source to a C# object requires [CreateProperty] on the source property ( Unity.Properties ). The skill writes markup only; it does not create or validate the data source type. World-space panels The underlying component differs by editor version, and the response's component field tells you which one was used: Unity 6000.5+ — a PanelRenderer component ( UnityEngine.UIElements.PanelRenderer , a Renderer subclass). Unity 6000.2–6000.4 — a UIDocument with its world-space properties set. Both paths accept the same parameters. sizeMode is Dynamic or Fixed ( Fixed uses worldSpaceSizeX/Y ); pivot accepts Center , TopLeft , TopCenter , TopRight , LeftCenter , RightCenter , BottomLeft , BottomCenter , BottomRight ; pivotReferenceSize accepts BoundingBox or Layout . An unsupported value is rejected with the valid list rather than silently ignored. World-space rendering also needs the linked PanelSettings in world-space render mode. setPanelRenderMode defaults to true , which flips that asset for you (snapshotted and undoable); the response reports panelRenderModeSetToWorldSpace . Set it to false to leave the asset alone. UXML upgrade uitk_uxml_upgrade drives UnityEditor.UIElements.UxmlUpgradeService . Unity documents that service from 6000.3 on, but it is not in every 6000.3 build (6000.3.9f1 ships without it), so the skill binds it by reflection and returns the usual SEMANTIC_INVALID refusal when the editor lacks it —
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ダウンロードした .skill に含まれるフィールド。
フィールド 説明
formatフォーマット識別子(skill/v1)
skill_idスキル固有 ID
nameスキル名
versionバージョン
description説明
categoryカテゴリ(配列)
trigger_wordsトリガーワード
tagsタグ
sourceソース
source_urlソース URL(本ページ)
exported_atエクスポート日時(ダウンロード毎)
system_promptシステムプロンプト本文
model_configモデル設定:provider / model / temperature / max_tokens / top_p
examplesサンプル
install_guide各プラットフォームの導入説明(Coze / Dify / Claude / カスタム)
同じスキルを各プラットフォーム形式で出力できます。
.skill 標準形式。system_prompt と model_config を収録し、任意の Agent で利用可能 ダウンロード
.skillpro 拡張形式。scripts / tools / dependencies / hooks を含む ダウンロード
.json 純粋な JSON 出力。system_prompt とモデル設定のみ ダウンロード
Coze frontmatter 付き Markdown。Coze へのインポート用 ダウンロード
Dify Dify DSL。アプリ作成後にそのままインポート ダウンロード

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