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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…
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 mentions
Route to
.uxml or .uss files (including in /Editor/)
ui-uitk
"UI Toolkit", "UITK", "UIElements", "CreateGUI"
ui-uitk
Canvas prefabs/objects, .prefab with UI
ui-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 for
Indicates
.uxml or .uss files (including in /Editor/)
UI Toolkit (runtime or editor)
UIDocument components in scenes
UI Toolkit (runtime)
Editor scripts with CreateGUI() method
UI Toolkit (editor)
Canvas in scenes/prefabs
uGUI
RectTransform heavy usage
uGUI
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:
Type
Examples
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.
Type
Convention
Element names
Follow project patterns, or camelCase
File organization
Match existing project structure
Workflow
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
Activate specialized skill — Route to ui-uitk, ui-ugui, or ui-imgui
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 uGUIdon't have the plugin yet? install it then click "run inline in claude" again.