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unity-game-ui-toolkit-design

@majiayu000/claude-skill-registry
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Game UI design using Unity's UI Toolkit (USS/UXML/Flexbox). Includes game UI elements like HUD, health bars, inventory, skill bars, PanelSettings scaling, and Safe Area support. Use when: game UI design, HUD creation, USS/UXML styling, Flexbox layout, PanelSettings configuration

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SKILL.md


name: unity-game-ui-toolkit-design description: Game UI design using Unity's UI Toolkit (USS/UXML/Flexbox). Includes game UI elements like HUD, health bars, inventory, skill bars, PanelSettings scaling, and Safe Area support. Use when: game UI design, HUD creation, USS/UXML styling, Flexbox layout, PanelSettings configuration allowed-tools: - mcp__unity-mcp-server__find_ui_elements - mcp__unity-mcp-server__click_ui_element - mcp__unity-mcp-server__get_ui_element_state - mcp__unity-mcp-server__set_ui_element_value - mcp__unity-mcp-server__simulate_ui_input - mcp__unity-mcp-server__add_component - mcp__unity-mcp-server__modify_component - mcp__unity-mcp-server__set_component_field - mcp__unity-mcp-server__list_components - mcp__unity-mcp-server__create_gameobject - mcp__unity-mcp-server__modify_gameobject - mcp__unity-mcp-server__find_gameobject - mcp__unity-mcp-server__manage_asset_database - mcp__unity-mcp-server__edit_structured - mcp__unity-mcp-server__create_class - mcp__unity-mcp-server__read - mcp__unity-mcp-server__get_symbols

Unity Game UI Toolkit Design Skill

A skill for game UI design using Unity's UI Toolkit (USS/UXML/Flexbox). This comprehensive game UI design guide covers implementation patterns for game UI elements like HUD, health bars, inventory, dialogs, screen scaling with PanelSettings, and Safe Area support.

Overview

UI Toolkit is Unity's next-generation UI system that builds UIs with an approach similar to web technologies (HTML/CSS).

Feature Details
Layout Engine Yoga (CSS Flexbox subset implementation)
Styling USS (Unity Style Sheets, CSS-like)
Markup UXML (HTML-like)
Supported Version Unity 2021.2+ (Unity 6.0+ recommended)
Use Cases Game UI, Editor extensions

Game UI Types

Game UIs are classified into 4 types based on purpose and presentation method. Before starting implementation, clarify which type your UI belongs to.

1. Diegetic

UI that physically exists within the game world. Characters can also perceive it.

Example Game
HP bar on suit's back Dead Space
Car dashboard Racing Games
Ammo count on weapon Metro Exodus
Handheld map Far Cry 2
<!-- UXML - Diegetic UI (placed in 3D space) -->
<ui:VisualElement class="diegetic-display">
    <ui:VisualElement class="diegetic-display__screen">
        <ui:Label class="diegetic-display__value" text="87" />
        <ui:Label class="diegetic-display__unit" text="%" />
    </ui:VisualElement>
</ui:VisualElement>

2. Non-Diegetic

Screen overlay. Pure player-facing information that characters cannot perceive.

Example Placement
HP bar Top-left
Minimap Top-right
Skill bar Bottom-center
Quest objectives Right side
<!-- UXML - Non-Diegetic HUD structure -->
<ui:VisualElement class="hud">
    <!-- Top-left: Player status -->
    <ui:VisualElement class="hud__top-left">
        <ui:VisualElement class="health-bar" />
        <ui:VisualElement class="mana-bar" />
    </ui:VisualElement>

    <!-- Top-right: Minimap -->
    <ui:VisualElement class="hud__top-right">
        <ui:VisualElement class="minimap" />
    </ui:VisualElement>

    <!-- Bottom-center: Action bar -->
    <ui:VisualElement class="hud__bottom-center">
        <ui:VisualElement class="action-bar" />
    </ui:VisualElement>
</ui:VisualElement>

3. Spatial

UI that exists within the game world but characters cannot perceive.

Example
HP bar above enemy's head
NPC name display
Interactable object icons
Path guide lines

4. Meta

Expresses game state through screen effects. Not direct UI elements.

Example Representation
Damage Red vignette at screen edges
Low HP Red pulse across entire screen
Status effects Screen distortion/color changes
Underwater Blue overlay
/* USS - Meta effect */
.meta-overlay {
    position: absolute;
    left: 0;
    top: 0;
    right: 0;
    bottom: 0;
    background-color: rgba(255, 0, 0, 0);
    transition-duration: 0.3s;
}

.meta-overlay--damage {
    background-color: rgba(255, 0, 0, 0.3);
}

.meta-overlay--low-health {
    /* Pulse animation */
}

HUD Screen Layout

Game HUDs have established placement conventions. Players unconsciously expect this layout.

┌─────────────────────────────────────────────────────┐
│ [HP/MP/Status]                    [Minimap/Compass] │
│ [Buff/Debuff icons]               [Quest Objectives]│
│                                                     │
│                     Game Screen                     │
│                    (Focus Area)                     │
│                                                     │
│ [Chat]                                              │
│ [Log/Notifications]  [Skill Bar/Items] [Quick Slots]│
└─────────────────────────────────────────────────────┘

Placement Principles

Area Elements Reason
Top-left HP, MP, Stamina Most important status, gaze naturally goes there
Top-right Minimap, Compass Navigation info, frequently checked
Bottom-center Skill bar, Action bar Feels close to hands, corresponds to keyboard layout
Bottom-right Inventory, Quick slots Secondary info, affinity with mouse operation
Bottom-left Chat, Log Text info, social elements
Right side vertical Quest objectives, Notifications Additional info, temporary display
Screen center Avoid Don't obstruct gameplay visibility
/* USS - HUD grid layout */
.hud {
    position: absolute;
    left: 0;
    top: 0;
    right: 0;
    bottom: 0;
}

.hud__top-left {
    position: absolute;
    left: 16px;
    top: 16px;
}

.hud__top-right {
    position: absolute;
    right: 16px;
    top: 16px;
}

.hud__bottom-center {
    position: absolute;
    left: 50%;
    bottom: 16px;
    translate: -50% 0;
}

.hud__bottom-left {
    position: absolute;
    left: 16px;
    bottom: 16px;
}

.hud__bottom-right {
    position: absolute;
    right: 16px;
    bottom: 80px; /* Above action bar */
}

.hud__right-side {
    position: absolute;
    right: 16px;
    top: 200px;
    width: 250px;
}

Quick Start

Basic UIDocument Setup

// 1. Create GameObject with UIDocument
mcp__unity-mcp-server__create_gameobject({
  name: "UIManager"
})

// 2. Add UIDocument component
mcp__unity-mcp-server__add_component({
  gameObjectPath: "/UIManager",
  componentType: "UIDocument"
})

// 3. Configure PanelSettings
mcp__unity-mcp-server__set_component_field({
  gameObjectPath: "/UIManager",
  componentType: "UIDocument",
  fieldPath: "panelSettings",
  valueType: "objectReference",
  objectReference: {
    assetPath: "Assets/UI/PanelSettings.asset"
  }
})

Core Concepts

1. PanelSettings (Screen Scaling)

PanelSettings is equivalent to uGUI's Canvas Scaler and controls UI scaling based on screen size.

Scale Mode List

Mode Use Case Features
Constant Pixel Size Desktop 1:1 pixel correspondence (default)
Constant Physical Size Multi-DPI DPI independent, constant physical size
Scale With Screen Size Mobile Scales relative to reference resolution

Scale With Screen Size Settings

// PanelSettings configuration example
[CreateAssetMenu(menuName = "UI/Panel Settings")]
public class ResponsivePanelSettings : ScriptableObject
{
    // Create PanelSettings asset and configure:
    // Scale Mode: Scale With Screen Size
    // Reference Resolution: 1080 x 1920 (Portrait) or 1920 x 1080 (Landscape)
    // Screen Match Mode: Match Width Or Height
    // Match: 0 (Width priority for Portrait) / 1 (Height priority for Landscape)
}

Runtime Match Switching

// OrientationScaleHandler.cs
using UnityEngine;
using UnityEngine.UIElements;

public class OrientationScaleHandler : MonoBehaviour
{
    [SerializeField] private PanelSettings panelSettings;
    private ScreenOrientation lastOrientation;

    void Update()
    {
        if (Screen.orientation != lastOrientation)
        {
            bool isPortrait = Screen.height > Screen.width;
            panelSettings.match = isPortrait ? 0f : 1f;
            lastOrientation = Screen.orientation;
        }
    }
}

2. Flexbox Layout

UI Toolkit uses the Yoga (Flexbox) layout engine. Web developers will find this CSS layout model familiar.

flex-direction

/* USS - Vertical layout (default) */
.vertical-container {
    flex-direction: column;
}

/* USS - Horizontal layout */
.horizontal-container {
    flex-direction: row;
}

flex-grow / flex-shrink / flex-basis

/* USS - Equal distribution */
.equal-child {
    flex-grow: 1;
    flex-basis: 0;  /* Ignore content size for equal distribution */
}

/* USS - Fixed size + flexible */
.fixed-header {
    flex-grow: 0;
    flex-shrink: 0;
    height: 60px;
}

.flexible-content {
    flex-grow: 1;
    flex-shrink: 1;
}

Percentage-based Sizing

/* USS - Responsive sizing */
.responsive-panel {
    width: 80%;
    height: 100%;
    max-width: 600px;
}

.half-width {
    width: 50%;
}

align-items / justify-content

/* USS - Center alignment */
.center-container {
    align-items: center;      /* Cross-axis center */
    justify-content: center;  /* Main-axis center */
}

/* USS - Space between + equal spacing */
.space-between-container {
    justify-content: space-between;
}

/* USS - End alignment */
.end-aligned {
    align-items: flex-end;
    justify-content: flex-end;
}

3. USS (Unity Style Sheets)

Define styles with CSS-like syntax.

Basic Syntax

/* USS - Selector types */
.class-selector { }      /* Class selector */
#name-selector { }       /* Name selector */
Button { }               /* Type selector */
.parent > .child { }     /* Direct child selector */
.parent .descendant { }  /* Descendant selector */
.element:hover { }       /* Pseudo-class */

BEM Naming Convention

/* Block */
.menu { }

/* Element */
.menu__item { }
.menu__title { }

/* Modifier */
.menu--horizontal { }
.menu__item--active { }
.menu__item--disabled { }

4. UXML (UI Markup Language)

Define UI structure with HTML-like syntax.

<?xml version="1.0" encoding="utf-8"?>
<ui:UXML xmlns:ui="UnityEngine.UIElements">
    <ui:VisualElement class="root">
        <ui:VisualElement class="header">
            <ui:Label text="Title" class="header__title" />
        </ui:VisualElement>

        <ui:VisualElement class="content">
            <ui:ScrollView class="content__scroll">
                <ui:VisualElement class="content__list">
                    <!-- Dynamic items -->
                </ui:VisualElement>
            </ui:ScrollView>
        </ui:VisualElement>

        <ui:VisualElement class="footer">
            <ui:Button text="Action" class="footer__button" />
        </ui:VisualElement>
    </ui:VisualElement>
</ui:UXML>

Mobile Responsive Design

Responsive Layout Structure

/* USS - Mobile responsive basic structure */
.root {
    flex-grow: 1;
    flex-direction: column;
}

.header {
    flex-shrink: 0;
    height: 60px;
    flex-direction: row;
    align-items: center;
    padding: 0 16px;
}

.content {
    flex-grow: 1;
    flex-shrink: 1;
}

.footer {
    flex-shrink: 0;
    height: 80px;
    flex-direction: row;
    align-items: center;
    justify-content: center;
    padding: 0 16px;
}

Safe Area Support

UI Toolkit requires coordinate system conversion (Screen.safeArea uses bottom-left origin, UI Toolkit uses top-left origin).

// SafeAreaController.cs
using UnityEngine;
using UnityEngine.UIElements;

public class SafeAreaController : MonoBehaviour
{
    private UIDocument uiDocument;
    private VisualElement safeAreaContainer;
    private Rect lastSafeArea;

    void Start()
    {
        uiDocument = GetComponent<UIDocument>();
        safeAreaContainer = uiDocument.rootVisualElement.Q<VisualElement>("safe-area");
        ApplySafeArea();
    }

    void Update()
    {
        if (Screen.safeArea != lastSafeArea)
        {
            ApplySafeArea();
        }
    }

    void ApplySafeArea()
    {
        Rect safeArea = Screen.safeArea;
        lastSafeArea = safeArea;

        // Convert to UI Toolkit coordinate system (top-left origin)
        float left = safeArea.x;
        float right = Screen.width - (safeArea.x + safeArea.width);
        float top = Screen.height - (safeArea.y + safeArea.height);
        float bottom = safeArea.y;

        // Consider PanelSettings scale
        var panelSettings = uiDocument.panelSettings;
        float scale = GetCurrentScale(panelSettings);

        safeAreaContainer.style.paddingLeft = left / scale;
        safeAreaContainer.style.paddingRight = right / scale;
        safeAreaContainer.style.paddingTop = top / scale;
        safeAreaContainer.style.paddingBottom = bottom / scale;
    }

    float GetCurrentScale(PanelSettings settings)
    {
        // Calculate scale for Scale With Screen Size
        if (settings.scaleMode == PanelScaleMode.ScaleWithScreenSize)
        {
            var refRes = settings.referenceResolution;
            float widthRatio = Screen.width / refRes.x;
            float heightRatio = Screen.height / refRes.y;
            return Mathf.Lerp(widthRatio, heightRatio, settings.match);
        }
        return 1f;
    }
}
/* USS - Safe Area container */
#safe-area {
    flex-grow: 1;
    /* padding is set dynamically from C# */
}

Dynamic Layout Switching (Media Query Alternative)

UI Toolkit doesn't support CSS @media queries, so switch styles dynamically with C#.

// ResponsiveLayoutController.cs
using UnityEngine;
using UnityEngine.UIElements;

public class ResponsiveLayoutController : MonoBehaviour
{
    private UIDocument uiDocument;
    private VisualElement root;
    private bool wasPortrait;

    void Start()
    {
        uiDocument = GetComponent<UIDocument>();
        root = uiDocument.rootVisualElement;
        ApplyOrientationLayout();
    }

    void Update()
    {
        bool isPortrait = Screen.height > Screen.width;
        if (isPortrait != wasPortrait)
        {
            ApplyOrientationLayout();
            wasPortrait = isPortrait;
        }
    }

    void ApplyOrientationLayout()
    {
        bool isPortrait = Screen.height > Screen.width;

        root.RemoveFromClassList("landscape");
        root.RemoveFromClassList("portrait");
        root.AddToClassList(isPortrait ? "portrait" : "landscape");

        // Layout based on screen width
        float screenWidth = Screen.width;
        root.RemoveFromClassList("narrow");
        root.RemoveFromClassList("wide");

        if (screenWidth < 600)
        {
            root.AddToClassList("narrow");
        }
        else
        {
            root.AddToClassList("wide");
        }
    }
}
/* USS - Orientation-based styles */
.portrait .sidebar {
    display: none;
}

.landscape .sidebar {
    display: flex;
    width: 250px;
}

/* USS - Screen width-based styles */
.narrow .content__grid {
    flex-direction: column;
}

.wide .content__grid {
    flex-direction: row;
    flex-wrap: wrap;
}

.narrow .card {
    width: 100%;
}

.wide .card {
    width: 48%;
    margin: 1%;
}

Game UI Elements Implementation

1. Health Bar / Resource Bar

<!-- UXML - Health bar -->
<ui:VisualElement class="resource-bar health-bar">
    <ui:VisualElement class="resource-bar__background">
        <ui:VisualElement class="resource-bar__fill" name="health-fill" />
        <ui:VisualElement class="resource-bar__delayed-fill" name="health-delayed" />
    </ui:VisualElement>
    <ui:Label class="resource-bar__text" name="health-text" text="100/100" />
</ui:VisualElement>
/* USS - Resource bar */
.resource-bar {
    width: 200px;
    height: 24px;
    flex-direction: row;
    align-items: center;
}

.resource-bar__background {
    flex-grow: 1;
    height: 100%;
    background-color: rgba(0, 0, 0, 0.5);
    border-radius: 4px;
    overflow: hidden;
}

.resource-bar__fill {
    position: absolute;
    left: 0;
    top: 0;
    bottom: 0;
    width: 100%;
    background-color: #e74c3c;
    transition-duration: 0.2s;
}

.resource-bar__delayed-fill {
    position: absolute;
    left: 0;
    top: 0;
    bottom: 0;
    width: 100%;
    background-color: #c0392b;
    transition-duration: 0.5s;
    transition-delay: 0.3s;
}

.resource-bar__text {
    position: absolute;
    left: 0;
    right: 0;
    -unity-text-align: middle-center;
    color: white;
    font-size: 12px;
    text-shadow: 1px 1px 2px black;
}

/* Variations */
.mana-bar .resource-bar__fill {
    background-color: #3498db;
}

.stamina-bar .resource-bar__fill {
    background-color: #2ecc71;
}

.xp-bar .resource-bar__fill {
    background-color: #9b59b6;
}
// ResourceBarController.cs
public class ResourceBarController
{
    private VisualElement fill;
    private VisualElement delayedFill;
    private Label text;

    public void SetValue(float current, float max)
    {
        float percent = current / max;
        fill.style.width = Length.Percent(percent * 100);
        delayedFill.style.width = Length.Percent(percent * 100);
        text.text = $"{(int)current}/{(int)max}";
    }
}

2. Skill Cooldown

<!-- UXML - Skill slot -->
<ui:VisualElement class="skill-slot">
    <ui:VisualElement class="skill-slot__icon" />
    <ui:VisualElement class="skill-slot__cooldown-overlay" name="cooldown-overlay" />
    <ui:Label class="skill-slot__cooldown-text" name="cooldown-text" />
    <ui:Label class="skill-slot__keybind" text="Q" />
</ui:VisualElement>
/* USS - Skill slot */
.skill-slot {
    width: 64px;
    height: 64px;
    margin: 4px;
    background-color: rgba(0, 0, 0, 0.6);
    border-width: 2px;
    border-color: #555;
    border-radius: 8px;
}

.skill-slot__icon {
    position: absolute;
    left: 4px;
    top: 4px;
    right: 4px;
    bottom: 4px;
    background-image: resource("Icons/skill_placeholder");
}

.skill-slot__cooldown-overlay {
    position: absolute;
    left: 0;
    top: 0;
    right: 0;
    bottom: 0;
    background-color: rgba(0, 0, 0, 0.7);
    /* Circular mask implemented with shader */
}

.skill-slot__cooldown-text {
    position: absolute;
    left: 0;
    right: 0;
    top: 50%;
    translate: 0 -50%;
    -unity-text-align: middle-center;
    font-size: 20px;
    color: white;
    -unity-font-style: bold;
}

.skill-slot__keybind {
    position: absolute;
    right: 2px;
    bottom: 2px;
    font-size: 12px;
    color: #aaa;
    background-color: rgba(0, 0, 0, 0.5);
    padding: 2px 4px;
    border-radius: 2px;
}

.skill-slot--ready {
    border-color: #f39c12;
}

.skill-slot--active {
    border-color: #2ecc71;
    border-width: 3px;
}

3. Inventory Grid

<!-- UXML - Inventory -->
<ui:VisualElement class="inventory-panel">
    <ui:VisualElement class="inventory-panel__header">
        <ui:Label text="Inventory" class="inventory-panel__title" />
        <ui:Button class="inventory-panel__close" text="×" />
    </ui:VisualElement>
    <ui:VisualElement class="inventory-panel__grid" name="inventory-grid">
        <!-- Dynamically generated -->
    </ui:VisualElement>
    <ui:VisualElement class="inventory-panel__footer">
        <ui:Label name="gold-label" text="Gold: 0" />
        <ui:Label name="weight-label" text="Weight: 0/100" />
    </ui:VisualElement>
</ui:VisualElement>
/* USS - Inventory */
.inventory-panel {
    width: 400px;
    background-color: rgba(20, 20, 30, 0.95);
    border-width: 2px;
    border-color: #444;
    border-radius: 8px;
}

.inventory-panel__header {
    height: 40px;
    flex-direction: row;
    align-items: center;
    justify-content: space-between;
    padding: 0 12px;
    background-color: rgba(0, 0, 0, 0.3);
    border-bottom-width: 1px;
    border-bottom-color: #333;
}

.inventory-panel__grid {
    flex-direction: row;
    flex-wrap: wrap;
    padding: 8px;
}

.inventory-slot {
    width: 48px;
    height: 48px;
    margin: 2px;
    background-color: rgba(0, 0, 0, 0.4);
    border-width: 1px;
    border-color: #333;
    border-radius: 4px;
}

.inventory-slot:hover {
    border-color: #666;
    background-color: rgba(255, 255, 255, 0.1);
}

.inventory-slot--selected {
    border-color: #f39c12;
    border-width: 2px;
}

.inventory-slot__icon {
    position: absolute;
    left: 4px;
    top: 4px;
    right: 4px;
    bottom: 12px;
}

.inventory-slot__count {
    position: absolute;
    right: 2px;
    bottom: 2px;
    font-size: 10px;
    color: white;
    background-color: rgba(0, 0, 0, 0.6);
    padding: 1px 3px;
    border-radius: 2px;
}

/* Item rarity */
.inventory-slot--common { border-color: #aaa; }
.inventory-slot--uncommon { border-color: #2ecc71; }
.inventory-slot--rare { border-color: #3498db; }
.inventory-slot--epic { border-color: #9b59b6; }
.inventory-slot--legendary { border-color: #f39c12; }

4. Damage Numbers (Floating Text)

// DamageNumberController.cs
using UnityEngine;
using UnityEngine.UIElements;

public class DamageNumberController : MonoBehaviour
{
    [SerializeField] private UIDocument uiDocument;
    [SerializeField] private VisualTreeAsset damageNumberTemplate;

    public void SpawnDamageNumber(Vector3 worldPos, int damage, DamageType type)
    {
        var root = uiDocument.rootVisualElement;
        var damageLabel = damageNumberTemplate.Instantiate();

        var label = damageLabel.Q<Label>("damage-text");
        label.text = damage.ToString();

        // Style based on damage type
        switch (type)
        {
            case DamageType.Critical:
                label.AddToClassList("damage-number--critical");
                label.text = damage.ToString() + "!";
                break;
            case DamageType.Heal:
                label.AddToClassList("damage-number--heal");
                label.text = "+" + damage.ToString();
                break;
        }

        // Convert world coordinates to screen coordinates
        Vector2 screenPos = Camera.main.WorldToScreenPoint(worldPos);
        // Convert to UI Toolkit coordinate system (Y-axis inverted)
        float uiY = Screen.height - screenPos.y;

        damageLabel.style.position = Position.Absolute;
        damageLabel.style.left = screenPos.x;
        damageLabel.style.top = uiY;

        root.Add(damageLabel);

        // Remove after animation
        damageLabel.schedule.Execute(() => {
            damageLabel.RemoveFromHierarchy();
        }).ExecuteLater(1000);
    }
}
/* USS - Damage numbers */
.damage-number {
    position: absolute;
    font-size: 24px;
    color: white;
    -unity-font-style: bold;
    text-shadow: 2px 2px 4px black;
    transition-property: translate, opacity;
    transition-duration: 1s;
    translate: 0 0;
    opacity: 1;
}

.damage-number--animate {
    translate: 0 -50px;
    opacity: 0;
}

.damage-number--critical {
    font-size: 36px;
    color: #e74c3c;
}

.damage-number--heal {
    color: #2ecc71;
}

.damage-number--miss {
    color: #888;
    font-size: 18px;
}

5. Minimap

<!-- UXML - Minimap -->
<ui:VisualElement class="minimap">
    <ui:VisualElement class="minimap__frame">
        <ui:VisualElement class="minimap__content" name="minimap-content">
            <!-- RenderTexture set as background -->
        </ui:VisualElement>
        <ui:VisualElement class="minimap__player-icon" />
        <ui:VisualElement class="minimap__markers" name="minimap-markers">
            <!-- Dynamic markers -->
        </ui:VisualElement>
    </ui:VisualElement>
    <ui:VisualElement class="minimap__compass">
        <ui:Label text="N" class="minimap__compass-label" />
    </ui:VisualElement>
</ui:VisualElement>
/* USS - Minimap */
.minimap {
    width: 180px;
    height: 180px;
}

.minimap__frame {
    width: 100%;
    height: 100%;
    border-radius: 90px; /* Circular */
    border-width: 3px;
    border-color: rgba(0, 0, 0, 0.8);
    overflow: hidden;
}

.minimap__content {
    width: 100%;
    height: 100%;
    /* RenderTexture set from C# */
}

.minimap__player-icon {
    position: absolute;
    left: 50%;
    top: 50%;
    width: 12px;
    height: 12px;
    translate: -50% -50%;
    background-color: #3498db;
    border-radius: 6px;
    border-width: 2px;
    border-color: white;
}

.minimap__marker {
    position: absolute;
    width: 8px;
    height: 8px;
    border-radius: 4px;
}

.minimap__marker--enemy {
    background-color: #e74c3c;
}

.minimap__marker--quest {
    background-color: #f39c12;
}

.minimap__marker--poi {
    background-color: #2ecc71;
}

6. Dialog System

<!-- UXML - Dialog box -->
<ui:VisualElement class="dialog-box">
    <ui:VisualElement class="dialog-box__portrait" name="portrait" />
    <ui:VisualElement class="dialog-box__content">
        <ui:Label class="dialog-box__speaker" name="speaker-name" />
        <ui:Label class="dialog-box__text" name="dialog-text" />
    </ui:VisualElement>
    <ui:VisualElement class="dialog-box__choices" name="choices-container">
        <!-- Dynamic choices -->
    </ui:VisualElement>
    <ui:VisualElement class="dialog-box__continue-indicator" />
</ui:VisualElement>
/* USS - Dialog box */
.dialog-box {
    position: absolute;
    left: 10%;
    right: 10%;
    bottom: 10%;
    min-height: 150px;
    background-color: rgba(0, 0, 0, 0.85);
    border-width: 2px;
    border-color: #444;
    border-radius: 8px;
    flex-direction: row;
    padding: 16px;
}

.dialog-box__portrait {
    width: 120px;
    height: 120px;
    border-width: 2px;
    border-color: #666;
    border-radius: 4px;
    margin-right: 16px;
    flex-shrink: 0;
}

.dialog-box__content {
    flex-grow: 1;
    flex-direction: column;
}

.dialog-box__speaker {
    font-size: 18px;
    color: #f39c12;
    -unity-font-style: bold;
    margin-bottom: 8px;
}

.dialog-box__text {
    font-size: 16px;
    color: white;
    white-space: normal;
    flex-grow: 1;
}

.dialog-box__choices {
    flex-direction: column;
    margin-top: 12px;
}

.dialog-choice {
    padding: 8px 16px;
    margin: 4px 0;
    background-color: rgba(255, 255, 255, 0.1);
    border-radius: 4px;
    color: white;
}

.dialog-choice:hover {
    background-color: rgba(255, 255, 255, 0.2);
}

.dialog-choice--selected {
    background-color: rgba(243, 156, 18, 0.3);
    border-left-width: 3px;
    border-left-color: #f39c12;
}

.dialog-box__continue-indicator {
    position: absolute;
    right: 16px;
    bottom: 16px;
    width: 16px;
    height: 16px;
    /* For blink animation */
}

Performance Best Practices

1. Avoid Inline Styles

// NG - Performance degradation
element.style.backgroundColor = Color.red;
element.style.width = 100;
element.style.height = 50;

// OK - Use USS classes
element.AddToClassList("highlighted-button");

2. :hover Pseudo-class Optimization

/* NG - :hover on all elements degrades performance */
.button:hover {
    background-color: #444;
}

/* OK - Use only when necessary, or combine with :focus */
.interactive-button:hover,
.interactive-button:focus {
    background-color: #444;
}

3. Avoid Deep Nesting

<!-- NG - Too deep nesting -->
<ui:VisualElement>
    <ui:VisualElement>
        <ui:VisualElement>
            <ui:VisualElement>
                <ui:Label text="Deep" />
            </ui:VisualElement>
        </ui:VisualElement>
    </ui:VisualElement>
</ui:VisualElement>

<!-- OK - Flat structure -->
<ui:VisualElement class="container">
    <ui:Label text="Flat" />
</ui:VisualElement>

4. VisualElement Pooling

// Use pooling for large numbers of dynamic elements
private Queue<VisualElement> elementPool = new Queue<VisualElement>();

VisualElement GetPooledElement()
{
    if (elementPool.Count > 0)
    {
        return elementPool.Dequeue();
    }
    return new VisualElement();
}

void ReturnToPool(VisualElement element)
{
    element.RemoveFromHierarchy();
    element.ClearClassList();
    elementPool.Enqueue(element);
}

Tool Selection Guide

Purpose Recommended Tool
UIDocument GameObject creation create_gameobject + add_component
PanelSettings configuration set_component_field
C# controller creation create_class
UXML/USS file creation manage_asset_database
UI element search find_ui_elements
UI testing click_ui_element, simulate_ui_input
UI state check get_ui_element_state

Common Workflows

1. Creating Mobile Responsive UI

// Step 1: Create GameObject for UIDocument
mcp__unity-mcp-server__create_gameobject({
  name: "ResponsiveUI"
})

mcp__unity-mcp-server__add_component({
  gameObjectPath: "/ResponsiveUI",
  componentType: "UIDocument"
})

// Step 2: Add responsive controller
mcp__unity-mcp-server__create_class({
  path: "Assets/Scripts/UI/ResponsiveLayoutController.cs",
  className: "ResponsiveLayoutController",
  baseType: "MonoBehaviour",
  namespace: "Game.UI",
  apply: true
})

// Step 3: Add Safe Area controller
mcp__unity-mcp-server__create_class({
  path: "Assets/Scripts/UI/SafeAreaController.cs",
  className: "SafeAreaController",
  baseType: "MonoBehaviour",
  namespace: "Game.UI",
  apply: true
})

2. Creating a Scroll View

<!-- UXML -->
<ui:ScrollView class="scroll-view" mode="Vertical">
    <ui:VisualElement class="scroll-content">
        <!-- Content items -->
    </ui:VisualElement>
</ui:ScrollView>
/* USS */
.scroll-view {
    flex-grow: 1;
}

.scroll-content {
    flex-direction: column;
    padding: 16px;
}

3. Data Binding

// DataBindingController.cs
using UnityEngine;
using UnityEngine.UIElements;

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

    void Start()
    {
        var root = uiDocument.rootVisualElement;

        // Label binding
        var scoreLabel = root.Q<Label>("score-label");
        scoreLabel.text = "Score: 0";

        // Button event
        var button = root.Q<Button>("action-button");
        button.clicked += OnButtonClicked;

        // ListView
        var listView = root.Q<ListView>("item-list");
        listView.makeItem = () => new Label();
        listView.bindItem = (element, index) =>
        {
            (element as Label).text = $"Item {index}";
        };
        listView.itemsSource = new List<string> { "A", "B", "C" };
    }
}

Common Mistakes

1. PanelSettings Not Configured

NG: UIDocument's PanelSettings is not set

  • UI doesn't display
  • Scaling doesn't work

OK: Create and set PanelSettings asset

  • Select Scale With Screen Size
  • Set Reference Resolution

2. flex-grow: 0 Unchanged

NG: Child elements don't fill parent

.container { }  /* flex-grow: 0 is default */

OK: Explicitly set flex-grow

.container {
    flex-grow: 1;
}

3. Safe Area Coordinate System Confusion

NG: Using Screen.safeArea directly

// Position is off due to different coordinate systems
element.style.top = Screen.safeArea.y;

OK: Convert to UI Toolkit coordinate system

float top = Screen.height - (Screen.safeArea.y + Screen.safeArea.height);
element.style.paddingTop = top / scale;

4. Using @media Queries

NG: Writing CSS media queries

/* Does not work in UI Toolkit */
@media screen and (max-width: 600px) { }

OK: Switch classes dynamically with C#

root.AddToClassList(isNarrow ? "narrow" : "wide");

5. Performance-Unaware Styles

NG: Frequent inline style changes

void Update()
{
    element.style.left = Mathf.Sin(Time.time) * 100;
}

OK: Use transform

void Update()
{
    element.transform.position = new Vector3(Mathf.Sin(Time.time) * 100, 0, 0);
}

Tool Reference

PanelSettings Scale Modes

Property Type Description
scaleMode PanelScaleMode Constant Pixel Size / Constant Physical Size / Scale With Screen Size
referenceResolution Vector2Int Reference resolution (for Scale With Screen Size)
screenMatchMode PanelScreenMatchMode Match Width Or Height / Expand / Shrink
match float 0 = Width priority, 1 = Height priority
referenceDpi float Reference DPI (for Constant Physical Size)

USS Flexbox Properties

Property Values Default
display flex, none flex
flex-direction row, column, row-reverse, column-reverse column
flex-grow number 0
flex-shrink number 1
flex-basis length, auto auto
align-items flex-start, flex-end, center, stretch stretch
justify-content flex-start, flex-end, center, space-between, space-around flex-start
flex-wrap nowrap, wrap, wrap-reverse nowrap

USS Size Properties

Property Values
width length, %, auto
height length, %, auto
min-width length, %
max-width length, %
min-height length, %
max-height length, %

C# VisualElement API

// Class operations
element.AddToClassList("class-name");
element.RemoveFromClassList("class-name");
element.ToggleInClassList("class-name");
element.EnableInClassList("class-name", enabled);

// Style operations
element.style.display = DisplayStyle.Flex;
element.style.flexGrow = 1;
element.style.width = Length.Percent(100);

// Queries
root.Q<Button>("button-name");
root.Q<VisualElement>(className: "class-name");
root.Query<Label>().ToList();

References