unity-ui-designer

Installation
SKILL.md

Unity UI Designer

Make casual-iOS game UI intentional, readable, responsive, safe-area-correct, and touch-friendly — and prove it with a phone-resolution screenshot, not a design doc. This is the UI phase under unity-game-director; it executes through unity-mcp-bridge.

Doctrine (these override convenience)

  1. Verified, screenshot-proven UI, not docs. A UI screen is not "done" until a manage_scene screenshot at phone resolution shows it laid out, readable, and inside the safe area.
  2. Lean gates. Decide sensible defaults (stack, reference resolution, font sizes) and proceed; only ask the user at real branch points (art direction, screen set scope).
  3. Build UI through MCP, never raw YAML. .unity/.prefab/.uxml/.uss references are GUID/fileID-linked. Use manage_ui for UI Toolkit (UXML/USS), manage_gameobject + manage_components for uGUI. Enable the group first: manage_tools(action="enable_group", group="ui"). C# (SafeArea, juice) goes through the script tools and must compile clean.
  4. Branch on the project's UI stack. Read mcpforunity://project/info and pick UI Toolkit vs uGUI/TMP from what the project already uses.

Step 0 — Detect the UI stack

Read mcpforunity://project/info and check the UI stack flags:

  • Project already uses uGUI / TextMeshPro (Canvas in scenes, com.unity.textmeshpro / com.unity.ugui) → build uGUI.
  • Project uses / Unity 6 with UI Toolkit runtime (com.unity.ui, .uxml/.uss assets, UIDocument) → build UI Toolkit.
  • Greenfield UI on Unity 6 → default to UI Toolkit (flexbox, percentage units, USS theming scale better across phones). Use uGUI when the project already standardized on it, or for world-space HUD and quick one-off overlays.
Installs
17
GitHub Stars
3
First Seen
Jul 28, 2026