← ClaudeAtlas

unity-uilisted

Use when building user interfaces — UI Toolkit vs uGUI decisions, layout strategies, dialog systems, responsive UI, data binding, and HUD architecture.
TheArcForge/hades-plugin · ★ 3 · Web & Frontend · score 70
Install: claude install-skill TheArcForge/hades-plugin
# Unity UI Guidance for building Unity interfaces: choosing between UI Toolkit and uGUI, laying out flexible screens, wiring data to views, managing dialog stacks, and structuring persistent HUDs. ## When to Apply Activate when the conversation involves: - Deciding whether to use UI Toolkit or uGUI for a new screen or feature - Laying out panels, lists, or HUD elements that must adapt to different resolutions - Creating dialog, popup, or modal systems with open/close navigation - Binding runtime data (health, score, inventory) to visible UI elements - Structuring a persistent HUD overlay that receives frequent updates - Reviewing a UI script that has become large or is updating every frame unnecessarily - Setting up UXML/USS templates or Canvas prefabs for reuse Do NOT activate for questions purely about animations on UI elements (see `hades:animation-workflow`), 3D world-space labels attached to game objects, or input handling that only happens to trigger UI (see `hades:unity-input`). ## Project Context Check Before making recommendations: 1. **Detect what UI system is already in use:** - Call `graph_query(edgeKind: "references", edgeTargetNamePattern: "UIDocument", edgeTargetKind: "Class")` to see if UI Toolkit documents are present - Call `graph_query(edgeKind: "references", edgeTargetNamePattern: "Canvas", edgeTargetKind: "Class")` to see if uGUI canvases exist - Call `search_by_name("*.uxml")` to find UXML templates already authored - Call `search_by_n