home / skills / a5c-ai / babysitter / unity-ui-toolkit
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This skill helps Unity UI Toolkit developers design runtime and editor interfaces with UXML, USS, and custom visuals for responsive, data-bound UIs.
npx playbooks add skill a5c-ai/babysitter --skill unity-ui-toolkitReview the files below or copy the command above to add this skill to your agents.
---
name: unity-ui-toolkit
description: Unity UI Toolkit skill for runtime UI development, USS styling, UXML templates, and custom visual elements.
allowed-tools: Read, Grep, Write, Bash, Edit, Glob, WebFetch
---
# Unity UI Toolkit Skill
UI Toolkit development for Unity runtime and editor interfaces.
## Overview
This skill provides capabilities for building user interfaces using Unity's UI Toolkit, including UXML templates, USS styling, and custom visual elements.
## Capabilities
### UXML Templates
- Create UXML document structure
- Define reusable templates
- Implement data binding
- Handle template inheritance
### USS Styling
- Write USS stylesheets
- Implement responsive layouts
- Create theme variants
- Handle hover/focus states
### Visual Elements
- Build custom visual elements
- Implement manipulators
- Handle input events
- Create animations
### Data Binding
- Bind to data sources
- Implement MVVM patterns
- Handle list views and collections
- Create reactive UI
## Prerequisites
- Unity 2021.3+
- UI Toolkit package (built-in)
## Usage Patterns
### UXML Template
```xml
<ui:UXML xmlns:ui="UnityEngine.UIElements">
<ui:VisualElement class="container">
<ui:Label name="health-label" text="Health: 100" />
<ui:ProgressBar name="health-bar" value="100" />
<ui:Button name="heal-button" text="Heal" />
</ui:VisualElement>
</ui:UXML>
```
### USS Stylesheet
```css
.container {
flex-direction: column;
padding: 10px;
background-color: rgba(0, 0, 0, 0.8);
}
#health-bar {
height: 20px;
margin: 5px 0;
}
#heal-button:hover {
background-color: #4CAF50;
}
```
### C# Binding
```csharp
public class HealthUI : MonoBehaviour
{
[SerializeField] private UIDocument uiDocument;
private ProgressBar healthBar;
void Start()
{
var root = uiDocument.rootVisualElement;
healthBar = root.Q<ProgressBar>("health-bar");
root.Q<Button>("heal-button").clicked += OnHealClicked;
}
void OnHealClicked() { /* Handle heal */ }
}
```
## Best Practices
1. Use USS for styling over inline styles
2. Create reusable UXML templates
3. Implement proper event handling
4. Test across resolutions
5. Use UI Builder for visual editing
## References
- [UI Toolkit Documentation](https://docs.unity3d.com/Manual/UIElements.html)
This skill provides practical tooling and patterns for building runtime and editor UIs with Unity UI Toolkit. It covers UXML templates, USS styling, custom VisualElement components, manipulators, and data binding patterns to create responsive, themeable interfaces. The focus is on reusable templates, clear styling separation, and integrating UI with game logic.
The skill inspects UI requirements and generates UXML structures and USS stylesheets that follow flexbox-like layout rules. It scaffolds custom VisualElement classes and manipulators in C# to handle input, events, and animations. It also outlines data-binding approaches and MVVM-style wiring for list views, reactive updates, and UI document integration at runtime.
Which Unity versions are supported?
Use Unity 2021.3 or later with the built-in UI Toolkit package for full compatibility.
Should I use USS or inline styles?
Prefer USS for maintainability and reuse. Reserve inline styles for small, dynamic tweaks managed in code.