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Ui

OrganizationPopular
Unity-Technologies
ui

Routes Unity UI requests to the right framework skill (UI Toolkit, uGUI, or IMGUI) and answers UI comparison questions. Use for menus, HUDs, panels, or editor UI when the request doesn't name a framework. Consult before writing any UI code.

Overview

PublisherUnity-Technologies
Repositoryskills
Skill nameui
Stars
1K
Forks
61
Bundled files
Instructions only
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by Unity-Technologies on GitHub. Read the source before you install it.

Installation

Install the Ui AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/Unity-Technologies/skills/tree/main/skills/ui
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/Unity-Technologies/skills.git /tmp/skills
mkdir -p .claude/skills
cp -r /tmp/skills/skills/ui .claude/skills/ui
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Ui in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Ui on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Ui is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Determine the appropriate UI system for the project and route to the correct specialized skill.

When to Route vs Answer Directly

Route to a specialized skill when:

  • User wants to understand, edit, or generate specific UI elements
  • User references specific files or UI objects
  • User asks for UI changes or creation

Answer directly (without routing) when:

  • User asks comparative/educational questions ("What's the difference between UI Toolkit and uGUI?")
  • User asks about UI system capabilities or recommendations ("Should I use UITK or uGUI for mobile?")
  • User needs conceptual explanation of Unity UI architecture

Routing Logic

Step 1: Check for explicit file references or keywords:

User mentionsRoute to
.uxml or .uss files (including in /Editor/)ui-uitk
"UI Toolkit", "UITK", "UIElements", "CreateGUI"ui-uitk
Canvas prefabs/objects, .prefab with UIui-ugui
"uGUI", "Canvas", "RectTransform", "legacy UI"ui-ugui
"IMGUI", "OnGUI", "OnInspectorGUI", "immediate mode"ui-imgui
Figma URL (figma.com/design/...), "Figma", "import from Figma"Not available — see below

For editor-related requests (EditorWindow, custom inspector, PropertyDrawer):

  • If no explicit UI system mentioned → Go to Step 2 to detect project's editor UI system
  • If no existing pattern is detected, default to ui-uitk for new editor UI
  • Only use ui-imgui if project exclusively uses IMGUI or user explicitly requests it

If explicit file or keywords found, activate the corresponding skill immediately.

Step 2: If ambiguous, detect from project:

Search the project to determine which UI system is in use:

Look forIndicates
.uxml or .uss files (including in /Editor/)UI Toolkit (runtime or editor)
UIDocument components in scenesUI Toolkit (runtime)
Editor scripts with CreateGUI() methodUI Toolkit (editor)
Canvas in scenes/prefabsuGUI
RectTransform heavy usageuGUI
Editor scripts with OnGUI() or OnInspectorGUI()IMGUI (legacy editor)

Step 3: If still unclear, ask or default:

  • For existing projects: detect and follow whichever framework is already in use (Step 2)
  • For new projects with no UI yet: ask the user which framework they prefer (UI Toolkit vs uGUI), briefly explaining that UI Toolkit is modern/CSS-like while uGUI is Canvas-based/mature
  • For new runtime/game UI where the user has no preference: default to uGUI (ui-ugui)
  • When the user mentions mobile/performance constraints or older Unity versions (pre-6.0): bias toward uGUI (ui-ugui)

Request Types

Specialized skills handle three types of requests:

TypeExamples
Understanding"What does this button do?", "How is this laid out?", "Explain this UI"
Editing"Change this color", "Add a label here", "Fix this layout"
Generation"Create a menu", "Make an inventory screen", "Build a settings panel"

Route all types to the appropriate specialized skill based on the UI system.

Available Sub-Skills

UI Toolkit — ui-uitk

  • For Unity 6.0+ projects using UI Toolkit (runtime game UI and editor tools)
  • Understands, edits, and generates .uxml and .uss files
  • Modern, CSS-like styling approach
  • Preferred for new editor windows (CreateGUI) and existing UI Toolkit projects

uGUI — ui-ugui

  • For projects using Unity's Canvas-based UI system
  • Understands, edits, and generates Canvas hierarchies
  • Uses Layout Groups for responsive design
  • Default for new runtime/game UI when the user has no framework preference

IMGUI — ui-imgui

  • For legacy editor tools using OnGUI/immediate mode
  • Only use when project has existing IMGUI editor code or user explicitly requests IMGUI
  • Understands, edits, and generates EditorWindow, inspectors, PropertyDrawers built with OnGUI
  • Not for runtime game UI — for new editor tools, use UI Toolkit unless the project already uses IMGUI exclusively

Figma design import — not available here

Importing a Figma design requires Unity's Figma integration service, which only exists inside Unity AI Assistant. There is no client-side equivalent, so do not promise it.

If the user brings a Figma URL, say the automated import is not available here and offer the alternative: ask them to describe or screenshot the screen, then build it with the appropriate framework skill above.

Common Guidelines (All UI Systems)

Scope Discipline

Do only what is requested:

  • Question → answer without making changes
  • Targeted edit → modify only what's specified
  • Generation → create only requested files
  • Don't proactively add scripts unless explicitly asked

These do NOT imply scripts:

  • "proper buttons" → well-styled buttons
  • "working UI" → valid UI that renders
  • "menu screen" → visual layout only

Conventions

Follow project patterns first. Search existing files before applying defaults.

TypeConvention
Element namesFollow project patterns, or camelCase
File organizationMatch existing project structure

Workflow

  1. Determine UI system — Use routing logic above
    • For Figma requests, tell the user the automated import is not available here, then work from their description or screenshot and continue with framework detection
  2. Activate specialized skill — Route to ui-uitk, ui-ugui, or ui-imgui
  3. Skill handles request — Understanding, editing, or generation as appropriate

Handling Mixed Projects

Many Unity projects use multiple UI systems simultaneously (e.g., UI Toolkit for runtime game UI plus editor tools). When you detect multiple systems:

  • For runtime UI requests (menus, HUDs, game screens) → Route to whichever runtime system (UITK or uGUI) is already in use
  • For editor tool requests (custom inspectors, editor windows):
    • Prefer UI Toolkit (CreateGUI) for new editor UI — it's the modern approach
    • Only use IMGUI if the project's existing editor tools use IMGUI exclusively, or user explicitly requests IMGUI
    • Check for existing editor .uxml files to confirm UITK usage
  • If creating new runtime UI in a mixed project → Match the pattern used by similar existing UI; if there is no similar existing UI and the user has no preference, use uGUI

Frequently asked questions

What does the Ui AI skill do?

Routes Unity UI requests to the right framework skill (UI Toolkit, uGUI, or IMGUI) and answers UI comparison questions. Use for menus, HUDs, panels, or editor UI when the request doesn't name a framework. Consult before writing any UI code.

Why use Ui on TypingMind?

Because you install it once and use it with any model. Ui is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Ui in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/Unity-Technologies/skills/tree/main/skills/ui. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Ui?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Ui?

As many as you like. As long as a model supports skills, you can use Ui with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Ui AI skill free?

It is published on GitHub by Unity-Technologies. Check the repository for licensing terms. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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