unity-ui

Installation
SKILL.md

Unity UI Systems

Unity provides three UI frameworks. UI Toolkit is the recommended system for new projects. uGUI remains supported for legacy and certain runtime use cases. IMGUI is strictly for Editor tooling and debugging.

UI System Comparison

Feature UI Toolkit uGUI (Canvas) IMGUI
Recommended for new projects Yes No (legacy) No
Runtime game UI Yes Yes Not recommended
Editor extensions Yes No Yes
Approach Web-inspired (UXML + USS + C#) GameObject + Component Code-only (OnGUI)
Layout system Flexbox (Yoga) RectTransform + Anchors Immediate mode
Styling USS stylesheets Per-component properties GUIStyle / GUISkin
Visual authoring UI Builder Scene View None
Performance Optimized retained mode Canvas batching Redraws every frame
Data binding SerializedObject + Runtime binding Manual via code Manual via code
World-space UI Supported Canvas World Space mode Not supported
Input integration Pointer/Keyboard events EventSystem + Raycasters Event.current

Decision guide:

  • New runtime UI (menus, HUD, inventory) --> UI Toolkit
  • New Editor windows / inspectors --> UI Toolkit
  • Existing project with uGUI --> Continue with uGUI, migrate incrementally
  • Quick debug overlays in Editor --> IMGUI
  • World-space UI on 3D objects --> Either UI Toolkit or uGUI World Space Canvas

UI Toolkit

UI Toolkit is Unity's modern UI framework inspired by web technologies. It uses UXML for structure, USS for styling, and C# for logic.

Core Architecture

UIDocument (MonoBehaviour on GameObject)
  --> VisualTreeAsset (.uxml)  -- defines structure
  --> StyleSheet (.uss)         -- defines appearance
  --> C# script                 -- defines behavior

All UI elements inherit from VisualElement. The root is accessed via rootVisualElement.

UXML Structure

UXML defines the UI hierarchy declaratively:

<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements">
    <ui:Style src="MainMenu.uss" />
    <ui:VisualElement name="root-container" class="container">
        <ui:Label text="Game Menu" class="title" />
        <ui:Button text="Play" name="play-button" class="menu-btn" />
        <ui:Button text="Settings" name="settings-button" class="menu-btn" />
        <ui:Toggle label="Fullscreen" name="fullscreen-toggle" />
        <ui:Slider label="Volume" low-value="0" high-value="100" name="volume-slider" />
        <ui:TextField label="Player Name" name="player-name" />
    </ui:VisualElement>
</ui:UXML>

Key points:

  • xmlns:ui="UnityEngine.UIElements" is the standard namespace
  • Reference USS files with <ui:Style src="..." />
  • Use name attribute for C# queries, class for USS styling
  • Templates can be imported: <ui:Template src="other.uxml" name="other" />

USS Styling

USS uses CSS-like syntax with Unity-specific extensions. All USS properties use the prefix -unity- for Unity-specific features.

/* Type selector */
Button {
    background-color: #2D2D2D;
    border-radius: 4px;
    padding: 8px 16px;
    -unity-font-style: bold;
}

/* Class selector */
.menu-btn {
    width: 200px;
    height: 40px;
    margin: 4px 0;
    font-size: 16px;
    color: #FFFFFF;
}

/* Name selector */
#play-button {
    background-color: #4CAF50;
}

/* Pseudo-class */
.menu-btn:hover {
    background-color: #555555;
    scale: 1.05 1.05;
}

.menu-btn:active {
    background-color: #333333;
}

.menu-btn:disabled {
    opacity: 0.5;
}

/* Descendant selector */
.container > Label {
    -unity-text-align: middle-center;
}

/* USS variables */
:root {
    --primary-color: #4CAF50;
    --font-large: 24px;
}

.title {
    color: var(--primary-color);
    font-size: var(--font-large);
}

Selector types: Type (Button), Name (#name), Class (.class), Universal (*), Descendant (A B), Child (A > B), Multiple (A.class), Pseudo-classes (:hover, :active, :focus, :disabled, :checked).

Layout is Flexbox-based: Use flex-direction, flex-grow, flex-shrink, justify-content, align-items, align-self, flex-wrap. Default direction is column.

C# Setup and Interaction

using UnityEngine;
using UnityEngine.UIElements;

public class MainMenuController : MonoBehaviour
{
    [SerializeField] private UIDocument uiDocument;

    private Button playButton;
    private Button settingsButton;
    private Toggle fullscreenToggle;
    private Slider volumeSlider;
    private TextField playerNameField;

    private void OnEnable()
    {
        var root = uiDocument.rootVisualElement;

        // Query single elements by name
        playButton = root.Q<Button>("play-button");
        settingsButton = root.Q<Button>("settings-button");
        fullscreenToggle = root.Q<Toggle>("fullscreen-toggle");
        volumeSlider = root.Q<Slider>("volume-slider");
        playerNameField = root.Q<TextField>("player-name");

        // Register click callbacks
        playButton.RegisterCallback<ClickEvent>(OnPlayClicked);
        settingsButton.RegisterCallback<ClickEvent>(OnSettingsClicked);

        // Register value change callbacks
        fullscreenToggle.RegisterValueChangedCallback(OnFullscreenChanged);
        volumeSlider.RegisterValueChangedCallback(OnVolumeChanged);

        // Query multiple elements by class
        var allButtons = root.Query<Button>(className: "menu-btn").ToList();
    }

    private void OnDisable()
    {
        playButton.UnregisterCallback<ClickEvent>(OnPlayClicked);
        settingsButton.UnregisterCallback<ClickEvent>(OnSettingsClicked);
        fullscreenToggle.UnregisterValueChangedCallback(OnFullscreenChanged);
        volumeSlider.UnregisterValueChangedCallback(OnVolumeChanged);
    }

    private void OnPlayClicked(ClickEvent evt) => Debug.Log("Play clicked");
    private void OnSettingsClicked(ClickEvent evt) => Debug.Log("Settings clicked");

    private void OnFullscreenChanged(ChangeEvent<bool> evt)
    {
        Screen.fullScreen = evt.newValue;
    }

    private void OnVolumeChanged(ChangeEvent<float> evt)
    {
        AudioListener.volume = evt.newValue / 100f;
    }
}

Programmatic UI creation (no UXML):

private void CreateUIFromCode()
{
    var root = uiDocument.rootVisualElement;

    var container = new VisualElement();
    container.AddToClassList("container");
    root.Add(container);

    var label = new Label("Created from C#");
    container.Add(label);

    var button = new Button(() => Debug.Log("Clicked")) { text = "Click Me" };
    button.name = "dynamic-button";
    container.Add(button);
}

Event System

UI Toolkit events propagate in two phases:

  1. Trickle-down -- from root to target element
  2. Bubble-up -- from target back to root
// Default: bubble-up phase
element.RegisterCallback<PointerDownEvent>(OnPointerDown);

// Trickle-down phase (parent reacts before children)
element.RegisterCallback<PointerDownEvent>(OnPointerDown, TrickleDown.TrickleDown);

// Pass custom data to callbacks
element.RegisterCallback<ClickEvent, string>(OnClickWithData, "my-data");

// Set value without triggering ChangeEvent
myControl.SetValueWithoutNotify(newValue);

Data Binding

SerializedObject binding (Editor / Inspector UI):

// In UXML: <ui:IntegerField binding-path="m_Health" label="Health" />
// In C#:
var healthField = new IntegerField("Health") { bindingPath = "m_Health" };
root.Add(healthField);
root.Bind(new SerializedObject(targetComponent));

Bindable objects: MonoBehaviour, ScriptableObject, native Unity types, primitives. Only the value property of INotifyValueChanged elements can be bound.

Runtime binding connects plain C# objects to UI controls, works in both Editor and runtime contexts. Set data sources on elements and define binding modes for synchronization direction.

See: references/ui-data-binding.md

Manipulators

Manipulators encapsulate event-handling logic, separating interaction from UI code:

public class DragManipulator : PointerManipulator
{
    private Vector3 startPosition;
    private bool isDragging;

    public DragManipulator(VisualElement target)
    {
        this.target = target;
    }

    protected override void RegisterCallbacksOnTarget()
    {
        target.RegisterCallback<PointerDownEvent>(OnPointerDown);
        target.RegisterCallback<PointerMoveEvent>(OnPointerMove);
        target.RegisterCallback<PointerUpEvent>(OnPointerUp);
    }

    protected override void UnregisterCallbacksFromTarget()
    {
        target.UnregisterCallback<PointerDownEvent>(OnPointerDown);
        target.UnregisterCallback<PointerMoveEvent>(OnPointerMove);
        target.UnregisterCallback<PointerUpEvent>(OnPointerUp);
    }

    private void OnPointerDown(PointerDownEvent evt)
    {
        startPosition = evt.position;
        isDragging = true;
        target.CapturePointer(evt.pointerId);
        evt.StopPropagation();
    }

    private void OnPointerMove(PointerMoveEvent evt)
    {
        if (!isDragging) return;
        var delta = evt.position - startPosition;
        target.transform.position += (Vector3)delta;
        startPosition = evt.position;
    }

    private void OnPointerUp(PointerUpEvent evt)
    {
        isDragging = false;
        target.ReleasePointer(evt.pointerId);
        evt.StopPropagation();
    }
}

// Usage:
myElement.AddManipulator(new DragManipulator(myElement));

Built-in manipulator classes: Manipulator (base), PointerManipulator, MouseManipulator, Clickable, ContextualMenuManipulator, KeyboardNavigationManipulator.

Custom Controls

// Unity 6+ recommended pattern: [UxmlElement] attribute (replaces deprecated UxmlFactory/UxmlTraits)
[UxmlElement]
public partial class HealthBar : VisualElement
{
    [UxmlAttribute]
    public float MaxHealth { get; set; } = 100f;

    private VisualElement fillBar;
    private float currentHealth;

    public float CurrentHealth
    {
        get => currentHealth;
        set
        {
            currentHealth = Mathf.Clamp(value, 0, MaxHealth);
            fillBar.style.width = Length.Percent(currentHealth / MaxHealth * 100f);
        }
    }

    public HealthBar()
    {
        AddToClassList("health-bar");
        fillBar = new VisualElement();
        fillBar.AddToClassList("health-bar__fill");
        Add(fillBar);
    }
}

uGUI / Canvas System (Legacy)

uGUI is Unity's older GameObject-based UI system. It uses Canvas, RectTransform, and the EventSystem.

Canvas Render Modes

Mode Description Use Case
Screen Space - Overlay Renders on top of everything, scales with screen Standard HUD, menus
Screen Space - Camera Rendered by a specific camera, affected by perspective UI with depth effects
World Space Canvas as a 3D object in the scene In-world displays, VR UI

Core Components

Visual: Text, Image, RawImage Interaction: Button, Toggle, ToggleGroup, Slider, Scrollbar, Dropdown, InputField, ScrollRect Layout: HorizontalLayoutGroup, VerticalLayoutGroup, GridLayoutGroup, ContentSizeFitter, AspectRatioFitter, LayoutElement

RectTransform and Anchoring

All uGUI elements use RectTransform instead of Transform. Anchors define how an element positions relative to its parent:

  • Anchor Min/Max as fractions (0.0 = left/bottom, 1.0 = right/top)
  • Together anchors: fixed position (Pos X, Pos Y, Width, Height)
  • Separated anchors: stretching (Left, Right, Top, Bottom padding)
  • Pivot: center point for rotation and scaling

uGUI Example

using UnityEngine;
using UnityEngine.UI;

public class MenuManager : MonoBehaviour
{
    [SerializeField] private Button playButton;
    [SerializeField] private Slider volumeSlider;
    [SerializeField] private Toggle muteToggle;

    private void OnEnable()
    {
        playButton.onClick.AddListener(OnPlayClicked);
        volumeSlider.onValueChanged.AddListener(OnVolumeChanged);
        muteToggle.onValueChanged.AddListener(OnMuteToggled);
    }

    private void OnDisable()
    {
        playButton.onClick.RemoveListener(OnPlayClicked);
        volumeSlider.onValueChanged.RemoveListener(OnVolumeChanged);
        muteToggle.onValueChanged.RemoveListener(OnMuteToggled);
    }

    private void OnPlayClicked() => Debug.Log("Play");
    private void OnVolumeChanged(float value) => AudioListener.volume = value;
    private void OnMuteToggled(bool muted) => AudioListener.pause = muted;
}

Draw Order

Elements render in Hierarchy order: first child drawn first, last child drawn on top. Reorder with Transform.SetAsFirstSibling(), SetAsLastSibling(), SetSiblingIndex().

See: references/ugui-legacy.md


Anti-Patterns

Anti-Pattern Problem Correct Approach
Using inline styles everywhere Per-element memory overhead Use USS files for shared styles
Universal selectors in complex USS (A * B) Poor selector performance at scale Use BEM class naming, child selectors
Heavy :hover on elements with many descendants Mouse movement invalidates entire hierarchies Limit :hover to leaf elements
Calling Bind() inside CreateInspectorGUI() Double-binding, automatic binding occurs after return Let auto-binding handle it, or call Bind only on manually created UI
Rebuilding entire UI every frame Defeats retained-mode benefits Update only changed elements
Multiple Canvases with dynamic content (uGUI) Canvas rebuild batches on any child change Split static and dynamic UI into separate Canvases
Not unregistering callbacks Memory leaks, stale references Always unregister in OnDisable or OnDestroy
Using IMGUI for runtime game UI Redraws every frame, poor performance Use UI Toolkit or uGUI
Forgetting EventSystem in scene (uGUI) No input events processed Ensure one EventSystem exists in scene

Key API Quick Reference

UI Toolkit

API Purpose
UIDocument MonoBehaviour that hosts a VisualTreeAsset
rootVisualElement Root of the visual tree
Q<T>("name") Query single element by name
Q<T>(className: "cls") Query single element by class
Query<T>().ToList() Query multiple elements
RegisterCallback<TEvent>(callback) Register event handler
UnregisterCallback<TEvent>(callback) Remove event handler
RegisterValueChangedCallback(callback) Listen for value changes
SetValueWithoutNotify(value) Set value silently
AddToClassList("class") Add USS class
RemoveFromClassList("class") Remove USS class
AddManipulator(manipulator) Attach event manipulator
style.display = DisplayStyle.None Hide element
style.display = DisplayStyle.Flex Show element
VisualTreeAsset.Instantiate() Create instance from UXML
element.Bind(serializedObject) Bind to SerializedObject

uGUI

API Purpose
Canvas Root container for all uGUI elements
CanvasScaler Controls UI scaling across resolutions
GraphicRaycaster Enables input detection on Canvas
EventSystem Central input event dispatcher
RectTransform Transform with anchoring and sizing
Button.onClick UnityEvent for click
Toggle.onValueChanged UnityEvent for toggle change
Slider.onValueChanged UnityEvent for slider change
LayoutGroup Auto-layout for children

Related Skills

  • unity-foundations -- GameObject, Component, MonoBehaviour lifecycle
  • unity-scripting -- C# patterns, SerializeField, events
  • unity-input -- Input System integration with UI

TextMeshPro

For all text rendering, use TextMeshPro (TMP) — not legacy UI.Text. TMP uses SDF rendering for crisp text at any scale. Use TextMeshProUGUI for Canvas UI, TextMeshPro for 3D world text. Use SetText("Score: {0}", value) for zero-allocation updates. See references/textmeshpro.md for full API, rich text tags, font assets, and patterns.

Additional Resources

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GitHub Stars
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First Seen
Mar 19, 2026
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