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unity-uitoolkit

UI Toolkit (UITK) for Unity — 创建/编辑USS样式表和UXML布局,配置场景中的UIDocument。包括用于构建精致用户界面(卡片、导航栏、徽章、过渡效果)的USS设计模式。当用户想要使用界面工具包、UXML、USS、UIDocument、PanelSettings、VisualElement创建用户界面时,请使用。

person作者: jakexiaohubgithub

Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.

Triggers

  • Authoring runtime or editor UI with UI Toolkit
  • Writing USS/UXML
  • Wiring a UIDocument
  • Binding UI to data
  • Building world-space UI
  • 用 UI Toolkit 编写运行时或编辑器 UI、编写 USS/UXML、接入 UIDocument、把 UI 绑定到数据源、做世界空间 UI

Unity UI Toolkit Skills

Use this module for Unity UI Toolkit only: UXML for structure, USS for styling, UIDocument for scene attachment, and PanelSettings for runtime rendering.

Requires Unity 2022.3+. Do not mix this module with ui_* UGUI/Canvas skills. Localization: Match visible UI text to the user's language. Chinese conversation -> Chinese labels/placeholders/button text. USS class names and CSS variables stay English.

Operating Mode

  • Approval:查询类 skill(uitk_read_file / uitk_find_files / uitk_get_panel_settings / uitk_list_documents / uitk_inspect_uxml / uitk_list_uss_variables / uitk_inspect_document / uitk_runtime_binding_list / uitk_worldspace_panel_get / uitk_element_reference_get,源码标 SkillMode.SemiAuto)直接执行;其余文件/场景写入类(uitk_create_* / uitk_write_file / uitk_add_* / uitk_modify_element / uitk_runtime_binding_add / uitk_uxml_upgrade / uitk_worldspace_panel_create 等,标 SkillMode.FullAuto)需用户 grant,grant 后服务端一步执行返结果。
  • Auto / Bypass:未被禁列表拦截的 skill 直接执行。
  • 本模块含 Delete 类 skilluitk_delete_fileuitk_remove_elementuitk_remove_uss_rule 标记为 SkillOperation.Delete,被 IsForbiddenInSemi 静态拦截 —— 仅 Bypass 模式或加入 Allowlist 才能调用。
  • 本模块另含 2 个域重载类 skilluitk_create_editor_windowuitk_create_runtime_ui 会生成 .cs 文件、必然触发域重载,因此标 MayTriggerReload = trueIsForbiddenInSemi 直读这个 flag,所以它们和上面的 Delete 类同样被静态拦截 —— Approval 与 Auto 下都返 MODE_FORBIDDEN,且这不是"需 grant"、grant 也给不了,仅 Bypass 或命中 Allowlist 才能调用。这两个是上面第一条"其余写入类需用户 grant"的例外。
  • 同一个 flag 还有第二个后果:?mode=transactional 的批量链里含这两步,会在执行前被 400 拒绝,错误点名违规的 steps[i]。原因是域重载会清空编辑器 undo 栈,事务批量的回滚承诺无法兑现,所以服务端选择前置拒绝而不是事后失败。要在事务批量的流程里生成脚本,把这两步拆出去单独调用。
  • Asset 重导行为:所有写文件/删文件 skill 通过 AssetDatabase.ImportAsset(path) 对单个 USS/UXML 资产单独触发导入,不会AssetDatabase.Refresh() 触发全项目扫描;批量创建依次单独 Import。但 USS/UXML 是 ScriptedImporter 类型,Import 仍会重建依赖此资产的 PanelSettings/UIDocument 引用,触发 IMGUI 检查器刷新与场景视图重绘。

DO NOT (common hallucinations):

  • uitoolkit_create_button / uitoolkit_create_label do not exist -> use uitk_add_element
  • uitoolkit_set_style does not exist -> use uitk_add_uss_rule, uitk_remove_uss_rule, or uitk_modify_element
  • uitoolkit_create_canvas does not exist -> UI Toolkit uses UIDocument, not Canvas
  • uitk_* and ui_* are different systems. Do not mix UI Toolkit structure/styling assumptions into UGUI workflows
  • USS is not full CSS. display:grid, box-shadow, calc(), @media, ::before, z-index, and gradients are unsupported
  • binding-path (on uitk_add_element / uitk_modify_element) is the old SerializedObject editor binding. It is not runtime data binding -> use uitk_runtime_binding_add for that
  • Do not add a PanelRenderer through component_add; it needs world-space setup -> use uitk_worldspace_panel_create

Routing:

  • For UGUI Canvas/Button/Text/Image -> use the ui module
  • For XR world-space Canvas conversion -> use xr_setup_ui_canvas
  • For generated starter layouts -> use uitk_create_from_template
  • For attaching an existing UXML to a scene object -> use uitk_create_document or uitk_set_document

Skills

File Skills

| Skill | Use | Key parameters | |-------|-----|----------------| | uitk_create_uss | Create USS file | savePath, content? | | uitk_create_uxml | Create UXML file | savePath, content?, ussPath? | | uitk_read_file | Read USS/UXML content | filePath | | uitk_write_file | Overwrite USS/UXML content | filePath (must end .uss or .uxml), content | | uitk_delete_file | Delete USS/UXML file | filePath | | uitk_find_files | Search files by name/path | type?, folder?, filter?, limit? | | uitk_create_batch | Create 2+ files in one call | items |

uitk_write_file is not a general file writer. filePath must end in .uss or .uxml (case-insensitive). Any other extension — including none at all — is rejected with SEMANTIC_INVALID, validValues: [".uss", ".uxml"] and a relatedSkills pointer to script_create. The check runs before the target directory is created, so a rejected call leaves no file and no stray folder behind. Do not reach for this to write a .cs file: use script_create, which correctly declares the domain reload that writing a script causes.

Scene Skills

| Skill | Use | Key parameters | |-------|-----|----------------| | uitk_create_document | Create UIDocument GameObject | name, uxmlPath?, panelSettingsPath?, sortOrder?, parentName?/parentInstanceId?/parentPath? | | uitk_set_document | Change UIDocument asset bindings | name/instanceId, uxmlPath?, panelSettingsPath? | | uitk_create_panel_settings | Create PanelSettings asset | savePath, scaleMode, referenceResolutionX/Y, Unity 6 world-space options | | uitk_get_panel_settings | Read PanelSettings values | assetPath | | uitk_set_panel_settings | Update PanelSettings selectively | assetPath, changed fields only | | uitk_list_documents | List scene UIDocuments | none | | uitk_inspect_document | Inspect live VisualElement tree | name/instanceId/path, depth |

Version-gated PanelSettings parameters — rejected by name, never silently dropped. On both uitk_create_panel_settings and uitk_set_panel_settings, renderMode, forceGammaRendering, bindingLogLevel, colliderUpdateMode, colliderIsTrigger and vertexBudget require Unity 6.0+, and textureSlotCount requires Unity 6000.3+. Passing one on an older editor returns SEMANTIC_INVALID naming the parameter rather than ignoring it, so a value you sent either took effect or came back as an error — it is never quietly discarded. Both skills also resolve every enum and asset path before the first write, so a rejected call leaves the asset byte-identical; there is no partial application to clean up.

UXML Structure Skills

| Skill | Use | Key parameters | |-------|-----|----------------| | uitk_add_element | Add a child element | filePath, elementType, parentName?, elementName?, text?, classes? | | uitk_remove_element | Remove by name | filePath, elementName | | uitk_modify_element | Change attributes/classes/text | filePath, elementName, text?, classes?, style?, newName?, bindingPath?, custom attribute fields | | uitk_clone_element | Duplicate an element subtree | filePath, elementName, newName? | | uitk_inspect_uxml | Parse UXML hierarchy | filePath, depth? |

USS Style Skills

| Skill | Use | Key parameters | |-------|-----|----------------| | uitk_add_uss_rule | Add or replace selector rule | filePath, selector, properties | | uitk_remove_uss_rule | Remove selector rule | filePath, selector | | uitk_list_uss_variables | Inspect design tokens / var() usage | filePath |

Template and CodeGen Skills

| Skill | Use | Key parameters | |-------|-----|----------------| | uitk_create_from_template | Generate paired UXML+USS | template, savePath, name? | | uitk_create_editor_window | Generate EditorWindow script | savePath, className, uxmlPath?, ussPath?, menuPath? | | uitk_create_runtime_ui | Generate runtime MonoBehaviour query scaffold | savePath, className, elementQueries? |

Supported starter templates include menu, hud, dialog, settings, inventory, list, tab-view, toolbar, card, and notification.

Unity 6 Skills (version-gated)

These skills call APIs that do not exist on every supported editor. Each one checks the running editor first and returns a structured SEMANTIC_INVALID error carrying requiredUnityVersion and currentUnityVersion instead of failing in an opaque way. Read the minimum version before calling.

| Skill | Minimum Unity | Use | Key parameters | |-------|---------------|-----|----------------| | uitk_runtime_binding_add | 6000.0 | Add/update a <DataBinding> on a UXML element | filePath, elementName, property, bindingMode?, dataSource?, dataSourcePath?, extraAttributes? | | uitk_runtime_binding_list | none (read-only) | List bindings + data sources declared in a UXML file | filePath | | uitk_uxml_upgrade | 6000.3 (not all builds — see below) | Run registered UXML upgraders over assets | filePath?, folder?, upgraderNames?, listOnly?, limit? | | uitk_worldspace_panel_create | 6000.2 | Create a world-space UI panel GameObject | name, uxmlPath?, panelSettingsPath?, sizeMode?, worldSpaceSizeX/Y?, pivot?, pivotReferenceSize?, setPanelRenderMode? | | uitk_worldspace_panel_get | 6000.2 | Read a world-space panel's configuration | name/instanceId/path | | uitk_element_reference_get | none (read-only) | List authoring-id values and nested authoring-id paths | filePath, maxTemplateDepth? |

Runtime data binding

uitk_runtime_binding_add writes the binding into the UXML asset, so it persists — it is not a runtime-only code call. It produces the markup Unity's UI Builder produces:

<engine:Label text="Label" data-source="ExampleObject.asset" data-source-path="simpleLabel">
    <Bindings>
        <engine:DataBinding property="text" binding-mode="ToTarget" />
    </Bindings>
</engine:Label>
  • data-source / data-source-path are written on the element; property / binding-mode on the <DataBinding>.
  • bindingMode is validated against TwoWay, ToSource, ToTarget, ToTargetOnce. An invalid value is rejected before writing, because a bad binding-mode makes the whole UXML asset fail to import.
  • Calling it twice for the same elementName + property updates in place (response action is added or updated), so it is safe to re-run.
  • extraAttributes takes a JSON object (e.g. {"update-trigger":"OnSourceChanged"}) written verbatim onto the <DataBinding> node. These are not schema-validated by the skill — a wrong attribute name breaks the asset import. Only use it for attributes you have confirmed.
  • Binding a data source to a C# object requires [CreateProperty] on the source property (Unity.Properties). The skill writes markup only; it does not create or validate the data source type.

World-space panels

The underlying component differs by editor version, and the response's component field tells you which one was used:

  • Unity 6000.5+ — a PanelRenderer component (UnityEngine.UIElements.PanelRenderer, a Renderer subclass).
  • Unity 6000.2–6000.4 — a UIDocument with its world-space properties set.

Both paths accept the same parameters. sizeMode is Dynamic or Fixed (Fixed uses worldSpaceSizeX/Y); pivot accepts Center, TopLeft, TopCenter, TopRight, LeftCenter, RightCenter, BottomLeft, BottomCenter, BottomRight; pivotReferenceSize accepts BoundingBox or Layout. An unsupported value is rejected with the valid list rather than silently ignored.

World-space rendering also needs the linked PanelSettings in world-space render mode. setPanelRenderMode defaults to true, which flips that asset for you (snapshotted and undoable); the response reports panelRenderModeSetToWorldSpace. Set it to false to leave the asset alone.

UXML upgrade

uitk_uxml_upgrade drives UnityEditor.UIElements.UxmlUpgradeService. Unity documents that service from 6000.3 on, but it is not in every 6000.3 build (6000.3.9f1 ships without it), so the skill binds it by reflection and returns the usual SEMANTIC_INVALID refusal when the editor lacks it — being on 6000.3+ is not a guarantee the call will run. Call it with listOnly=true first to see whether the service exists here and which upgraders are registered and enabled — the set is not fixed, and third-party packages can register their own. Then pass upgraderNames (comma-separated) to run a subset, or omit it to run every enabled upgrader.

The response reports changed: true/false per asset by comparing the .uxml text before and after, so you can tell whether an upgrader actually rewrote a file rather than assuming it did.

Core Domain Knowledge

USS vs CSS

| Pattern | Supported in USS | What to do | |---------|------------------|------------| | Flex layout | Yes | Use flex-direction, flex-wrap, align-items, justify-content | | border-radius, opacity, overflow:hidden | Yes | Safe to use | | Transforms / transitions | Yes | translate, scale, rotate work | | CSS variables | Yes | Prefer :root tokens | | display:grid / display:block / display:inline | No | Everything is flex; emulate grids with wrapping rows | | box-shadow | No | Fake with nested background element | | linear-gradient() / radial-gradient() | No | Use image textures | | calc() / @media | No | Use explicit values + PanelSettings.scaleMode | | ::before / ::after | No | Add a real child VisualElement | | z-index | No | Later siblings render on top |

Common USS workarounds

| Need | USS-safe workaround | |------|---------------------| | Shadow | Extra child VisualElement behind content | | Responsive scaling | PanelSettings.scaleMode = ScaleWithScreenSize | | Grid cards | flex-direction: row + flex-wrap: wrap + child widths | | Circular avatar | Equal width/height + radius = half size + overflow:hidden | | Pseudo decoration | Add an extra absolutely positioned child |

High-Frequency Parameters

| Skill | Parameters you usually need first | |-------|-----------------------------------| | uitk_create_panel_settings | savePath, scaleMode, referenceResolutionX, referenceResolutionY | | uitk_create_document | name, uxmlPath, panelSettingsPath, sortOrder? | | uitk_add_element | filePath, elementType, parentName?, elementName?, text?, classes? | | uitk_modify_element | filePath, elementName, changed attributes only | | uitk_add_uss_rule | filePath, selector, properties |

PanelSettings choices

  • ScaleWithScreenSize: default for runtime HUD/menu UI
  • ConstantPixelSize: use when strict pixel mapping matters
  • ConstantPhysicalSize: rare; only for physically sized UI requirements

For world-space (3D) UI on Unity 6000.2+, configure the PanelSettings first, then create the scene object with uitk_worldspace_panel_create rather than uitk_create_document.

File and Structure Rules

  • Prefer one UXML root that references shared token/style files through <Style src="..."/>.
  • Keep USS next to UXML when possible so relative style references stay short.
  • Use uitk_inspect_uxml before complex structural edits if you did not create the file yourself.
  • uitk_create_uxml can auto-reference a stylesheet when ussPath is provided.

Workflow Notes

  1. Create USS/UXML first, then attach them through uitk_create_document.
  2. Runtime rendering needs a valid PanelSettings asset.
  3. When USS and UXML are in the same folder, prefer <Style src="MyStyle.uss" />; use a full asset path only for cross-folder references.
  4. Start with design tokens, then component rules, then layout containers.
  5. For incremental edits, prefer uitk_read_file -> edit -> uitk_write_file.
  6. When creating 2+ files, use uitk_create_batch.
  7. World-space (3D) UI on Unity 6000.2+: create PanelSettings -> uitk_worldspace_panel_create (it sets the world-space render mode for you).
  8. Use uitk_create_from_template when the user needs a starter screen fast; use uitk_add_element / uitk_add_uss_rule for targeted edits on existing files.
  9. Runtime data binding: create the UXML element first, then uitk_runtime_binding_add per bound property; verify with uitk_runtime_binding_list.

Minimal Example

import unity_skills

unity_skills.call_skill("uitk_create_panel_settings",
    savePath="Assets/UI/GamePanel.asset",
    scaleMode="ScaleWithScreenSize",
    referenceResolutionX=1920,
    referenceResolutionY=1080
)

unity_skills.call_skill("uitk_create_uss",
    savePath="Assets/UI/HUD.uss",
    content=":root { --accent: #E8632B; } .title { color: var(--accent); }"
)

unity_skills.call_skill("uitk_create_uxml",
    savePath="Assets/UI/HUD.uxml",
    content="<?xml version=\"1.0\" encoding=\"utf-8\"?><engine:UXML xmlns:engine=\"UnityEngine.UIElements\"><Style src=\"HUD.uss\" /><engine:Label class=\"title\" text=\"Start\" /></engine:UXML>"
)

unity_skills.call_skill("uitk_create_document",
    name="HUD",
    uxmlPath="Assets/UI/HUD.uxml",
    panelSettingsPath="Assets/UI/GamePanel.asset"
)

Limitations

Things this module deliberately does not do, so you do not waste calls looking for them:

| Not available | Why | Do this instead | |---------------|-----|-----------------| | Binding converters / update-trigger as first-class parameters | The UXML attribute names for type converters and update triggers are not documented in Unity's Scripting API or manual, and guessing one breaks the whole asset import | Pass confirmed attributes through extraAttributes on uitk_runtime_binding_add | | Removing a single runtime binding | No dedicated skill | Roll back via the workflow history, or rewrite the element with uitk_write_file | | Constructing a VisualElementReference / AuthoringIdPath on an asset | These are runtime types set through the Inspector on a MonoBehaviour field; there is no editor-side API to author one into a scene or prefab from outside | Use uitk_element_reference_get to discover the authoring-id path, then assign the reference in the Inspector or in your own C# | | authoring-id authoring | The skill reads existing authoring-id attributes; it does not assign new ones | Author them in UI Builder (Unity 6000.5+) | | World-space UI below Unity 6000.2 | UIDocument gained world-space properties in 6000.2 and PanelRenderer only exists in 6000.5+ | Use a UGUI world-space Canvas (ui module) or xr_setup_ui_canvas | | Runtime data binding below Unity 6000.0 | DataBinding / BindingMode do not exist in 2022.3 | Use binding-path SerializedObject binding for editor UI |

uitk_element_reference_get resolves nested paths by following <Template src="..."> declarations into other .uxml files (bounded by maxTemplateDepth, default 3, with cycle protection). Templates it cannot resolve are reported in unresolvedTemplates rather than silently dropped.

Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file. Load USS_REFERENCE.md before generating non-trivial USS systems, layout patterns, component styles, or complete examples.