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)
- Verified, screenshot-proven UI, not docs. A UI screen is not "done" until a
manage_scenescreenshot at phone resolution shows it laid out, readable, and inside the safe area. - 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).
- Build UI through MCP, never raw YAML.
.unity/.prefab/.uxml/.ussreferences are GUID/fileID-linked. Usemanage_uifor UI Toolkit (UXML/USS),manage_gameobject+manage_componentsfor uGUI. Enable the group first:manage_tools(action="enable_group", group="ui"). C# (SafeArea, juice) goes through the script tools and must compile clean. - Branch on the project's UI stack. Read
mcpforunity://project/infoand 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/.ussassets, 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.