unity-ui

SKILL.md

Unity UI - User Interface Systems

Overview

Unity UI systems covering both UI Toolkit (modern) and UGUI (Canvas-based legacy).

Foundation Required: unity-csharp-fundamentals (TryGetComponent, FindAnyObjectByType, null-safe coding)

Core Topics:

  • UI Toolkit (UIElements) for editor and runtime
  • UGUI (Canvas) for game UI
  • Responsive layouts and anchors
  • Event systems
  • UI performance optimization
  • Data binding patterns

Quick Start

UGUI Button

using UnityEngine.UI;

public class UIController : MonoBehaviour
{
    [SerializeField] private Button mActionButton;
    [SerializeField] private Text mStatusText;

    void Start()
    {
        mActionButton.onClick.AddListener(OnButtonClick);
    }

    void OnButtonClick()
    {
        mStatusText.text = "Button clicked!";
    }
}

UI Toolkit (Runtime)

using UnityEngine.UIElements;

public class UIController : MonoBehaviour
{
    void OnEnable()
    {
        UIDocument uiDocument;
        if (TryGetComponent(out uiDocument))
        {
            VisualElement root = uiDocument.rootVisualElement;
            Button button = root.Q<Button>("action-button");
            button.clicked += OnButtonClick;
        }
    }

    void OnButtonClick()
    {
        Debug.Log("Button clicked!");
    }
}

UI Systems Comparison

Feature UI Toolkit UGUI
Performance Better Good
Styling USS (CSS-like) Inspector
Layout Flexbox RectTransform
Best For Complex UI, tools Game UI
Learning Curve Steeper Easier

Canvas Optimization (UGUI)

// Separate static and dynamic UI into different canvases
// Static canvas: rarely changes
// Dynamic canvas: updates frequently

// Disable raycasting on non-interactive elements
[SerializeField] private Image mBackground;

void Start()
{
    mBackground.raycastTarget = false; // Not clickable
}

// Use CanvasGroup for fade effects (TryGetComponent for null-safe access)
CanvasGroup canvasGroup;
if (panel.TryGetComponent(out canvasGroup))
{
    canvasGroup.alpha = 0.5f; // Fade without rebuilding Canvas
}

Responsive Layout

// Use anchors for responsive design
// Anchor presets: Stretch, Top-Left, Center, etc.

// Canvas Scaler settings (TryGetComponent pattern)
CanvasScaler scaler;
if (TryGetComponent(out scaler))
{
    scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
    scaler.referenceResolution = new Vector2(1920, 1080);
    scaler.matchWidthOrHeight = 0.5f; // Balance between width/height
}

Reference Documentation

UI Systems Reference

Comprehensive UI guide:

  • UI Toolkit vs UGUI decision guide
  • Layout and styling patterns
  • Performance optimization techniques

Best Practices

  1. Separate canvases: Static vs dynamic content
  2. Disable raycasts: On non-interactive elements
  3. Use CanvasGroup: For fade effects without rebuild
  4. Atlas textures: Pack UI sprites for batching
  5. Hide instead of destroy: Pool UI elements
  6. Test multiple resolutions: Ensure responsive design
  7. Profile UI: Check Canvas rebuild overhead
Weekly Installs
4
GitHub Stars
7
First Seen
Feb 22, 2026
Installed on
opencode4
github-copilot4
codex4
amp4
kimi-cli4
gemini-cli4