| name | unity-ui |
| description | Build and optimize Unity UI with UI Toolkit and UGUI. Masters responsive layouts, event systems, and performance optimization. Use for UI implementation, Canvas optimization, or cross-platform UI challenges. |
| requires | csharp-plugin:csharp-code-style |
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
}
Best Practices
- Separate canvases: Static vs dynamic content
- Disable raycasts: On non-interactive elements
- Use CanvasGroup: For fade effects without rebuild
- Atlas textures: Pack UI sprites for batching
- Hide instead of destroy: Pool UI elements
- Test multiple resolutions: Ensure responsive design
- Profile UI: Check Canvas rebuild overhead