SuperAPI AI Directory

unity-ui

Frontend & websites

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Updated 10-16 11:51

About this skill

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

  • Building UGUI screens
  • Adding Canvas elements
  • Arranging UI layout
  • Build UGUI interfaces, add Canvas elements, and arrange UI layouts
Unity UI Skills

Use this module for Unity UGUI / Canvas workflows. It is separate from UI Toolkit.

Batch-first: Prefer ui_create_batch when creating 2+ UI elements.

Operating Mode

  • Approval: query-type skills (ui_find_all, source marked SkillMode.SemiAuto) execute directly; the rest, creation/modification types (ui_create_* / ui_set_* / ui_add_* / ui_layout_children / ui_align_selected etc., marked SkillMode.FullAuto) require user grant; after grant, the server executes in one step and returns the result.
  • Auto / Bypass: all skills execute directly; Auto uses AI self-assessment, Bypass allows all.
  • This moduledoes not include Delete / PlayMode / Reload / high-risk skills, and has no Bypass-only interception items. To delete UI nodes, go through the gameobject module.

DO NOT (common hallucinations):

  • ui_add_canvas does not exist -> use ui_create_canvas
  • ui_create_label does not exist -> use ui_create_text
  • ui_create_checkbox does not exist -> use ui_create_toggle
  • ui_set_color does not exist -> use component_set_property on Image/Text, or the dedicated UI property skills when available
  • Do not confuse UGUI (ui) with UI Toolkit (uitoolkit)

Routing:

  • For UXML/USS/UIDocument -> use uitoolkit
  • For XR-compatible world-space Canvas conversion -> use xr_setup_ui_canvas
  • For text updates after creation -> use ui_set_text
  • For layout and alignment -> use ui_layout_children, ui_align_selected, ui_distribute_selected

Skills

Create Skills

Skill Use Key parameters
ui_create_canvas Create Canvas name?, renderMode?
ui_create_panel Create panel container name?, parent?, r/g/b/a?
ui_create_button Create button name?, parent?, text?, width/height?
ui_create_text Create text label name?, parent?, text?, fontSize?, r/g/b?
ui_create_image Create image name?, parent?, spritePath?, width/height?
ui_create_inputfield Create input field name?, parent?, placeholder?, width/height?
ui_create_slider Create slider name?, parent?, minValue?, maxValue?, value?
ui_create_toggle Create toggle name?, parent?, label?, isOn?
ui_create_dropdown Create dropdown name?, parent?, options?, width/height?
ui_create_scrollview Create ScrollRect hierarchy name?, parent?, width/height?, horizontal?, vertical?
ui_create_rawimage Create RawImage name?, parent?, texturePath?, width/height?
ui_create_scrollbar Create scrollbar name?, parent?, direction?, value?, size?
ui_create_batch Create multiple UI elements items (JSON string array)

Query and Layout Skills

Skill Use Key parameters
ui_find_all Find scene UI elements uiType?, limit?
ui_set_text Update text content name, text
ui_set_rect Set RectTransform size/offsets target, width, height, posX, posY, left/right/top/bottom?
ui_get_rect_transform Read full RectTransform data target
ui_set_rect_transform Set full RectTransform data anchors, pivot, offsets, local transform, width/height
ui_set_rect_transform_batch Set full RectTransform data for multiple elements items
ui_set_anchor Apply anchor preset target, preset?, setPivot?
ui_layout_children Vertical/Horizontal/Grid layout target, layoutType?, spacing?
ui_align_selected Align current selection alignment?
ui_distribute_selected Distribute current selection direction?

Property and Effect Skills

Skill Use Key parameters
ui_set_image Image type/fill/sprite target, type?, fillMethod?, fillAmount?, spritePath?
ui_add_layout_element Add LayoutElement constraints target, width/height prefs, flex values
ui_add_canvas_group Add CanvasGroup target, alpha?, interactable?, blocksRaycasts?
ui_add_mask Add Mask or RectMask2D target, maskType?, showMaskGraphic?
ui_add_outline Add Shadow/Outline effect target, effectType?, r/g/b/a?, distanceX/Y?
ui_configure_selectable Configure transitions/navigation/colors target, transition?, navigationMode?, color values

High-Frequency Defaults

Canvas and Parenting

  • ui_create_canvas defaults to ScreenSpaceOverlay.
  • Most create skills accept parent; if omitted, Unity will create under the active Canvas or scene root depending on the implementation context.
  • For reusable menu groups, create the Canvas once, then create a Panel and put all child controls under that panel.

Common Create Parameters

Skill High-frequency fields
ui_create_button text, width, height
ui_create_text text, fontSize, r/g/b
ui_create_image spritePath, width, height
ui_create_slider minValue, maxValue, value
ui_create_toggle label, isOn
ui_create_dropdown options
ui_create_scrollview horizontal, vertical, movementType

Important:

  • Most create skills do not take explicit x/y placement.
  • Create first, then place/anchor with ui_set_rect, ui_set_anchor, or ui_layout_children.

Full RectTransform Editing

Use ui_set_rect_transform when you need Inspector-level RectTransform coverage instead of a preset.

Skill Parameters
ui_get_rect_transform name, instanceId, path
ui_set_rect_transform target + anchorMinX/Y, anchorMaxX/Y, pivotX/Y, anchoredPosX/Y/Z, sizeDeltaX/Y, offsetMinX/Y, offsetMaxX/Y, localPosX/Y/Z, localRotX/Y/Z, localScaleX/Y/Z, width, height
ui_set_rect_transform_batch items JSON array with the same per-target fields

ui_get_rect_transform

Get full RectTransform data for a UI element.

Parameter Type Required Default Description
name string No* null GameObject name
instanceId int No* 0 GameObject instance ID
path string No* null Hierarchy path

Returns: { success, name, instanceId, path, anchorMin, anchorMax, pivot, anchoredPosition3D, sizeDelta, offsetMin, offsetMax, localPosition, localEulerAngles, localScale, rect }

ui_set_rect_transform

Set full RectTransform data for a UI element.

Parameter Type Required Default Description
name string No* null GameObject name
instanceId int No* 0 GameObject instance ID
path string No* null Hierarchy path
anchorMinX / anchorMinY float No null Anchor min
anchorMaxX / anchorMaxY float No null Anchor max
pivotX / pivotY float No null Pivot
anchoredPosX / anchoredPosY / anchoredPosZ float No null Anchored position 3D
sizeDeltaX / sizeDeltaY float No null Size delta
offsetMinX / offsetMinY float No null Offset min
offsetMaxX / offsetMaxY float No null Offset max
localPosX / localPosY / localPosZ float No null Local position
localRotX / localRotY / localRotZ float No null Local euler rotation
localScaleX / localScaleY / localScaleZ float No null Local scale
width / height float No null Size with current anchors

Returns: same shape as ui_get_rect_transform.

ui_set_rect_transform_batch

Set full RectTransform data for multiple UI elements.

Parameter Type Required Default Description
items json string Yes - JSON array of per-item target and RectTransform fields

Returns: { success, totalItems, successCount, failCount, results }

Layout and Anchoring Rules

  • ui_set_anchor is the fastest way to move a control into a standard layout position.
  • ui_set_rect is better for precise size/offset edits after anchoring.
  • ui_layout_children is preferred over hand-positioning every child when building vertical, horizontal, or grid menus.

Anchor presets commonly used in production:

  • MiddleCenter for modal/menu panels
  • TopLeft or TopRight for HUD corners
  • StretchAll for full-screen backgrounds

TextMeshPro Note

Text creation auto-detects TMP:

  • TMP available -> TextMeshProUGUI
  • TMP unavailable -> legacy Text

Read the response payload if you need to know which one was created before later component-specific edits.

Workflow Notes

  1. Create a Canvas first.
  2. Use panels to group related controls.
  3. Prefer ui_create_batch for menus, HUD groups, and repeated widgets.
  4. Use anchors and layout groups before hand-placing every child.
  5. Text creation auto-detects TextMeshPro. Responses indicate whether TMP was used.
  6. For world-space gameplay UI, build the Canvas here first, then convert for XR only if needed.
  7. ui_create_batch is mainly for bulk creation, not precise positioning. Follow it with layout or rect/anchor adjustments.
  8. ui_create_batch.items is a JSON string parameter in the current REST/API layer, not a raw array object.

Minimal Example

import unity_skills
import json

unity_skills.call_skill("ui_create_canvas", name="MainMenu")
unity_skills.call_skill("ui_create_panel", name="MenuPanel", parent="MainMenu", a=0.7)
unity_skills.call_skill("ui_set_rect", name="MenuPanel", width=320, height=240)
unity_skills.call_skill("ui_create_batch", items=json.dumps([
    {"type": "Button", "name": "StartBtn", "parent": "MenuPanel", "text": "Start", "width": 220, "height": 44},
    {"type": "Button", "name": "OptionsBtn", "parent": "MenuPanel", "text": "Options", "width": 220, "height": 44},
    {"type": "Button", "name": "QuitBtn", "parent": "MenuPanel", "text": "Quit", "width": 220, "height": 44}
]))

unity_skills.call_skill("ui_set_anchor", name="MenuPanel", preset="MiddleCenter")
unity_skills.call_skill("ui_layout_children", name="MenuPanel", layoutType="Vertical", spacing=12)

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 UI_REFERENCE.md for extended element creation details, property tables, and larger UGUI examples.

Common Errors

Full transport-level codes (COMPILING/RATE_LIMIT etc.) → ../../references/protocol-error-codes.md

Error Trigger Fix
TARGET_NOT_FOUND The parent GameObject, UI element, RectTransform, Text/Image/Selectable component, or sprite asset could not be found. Use ui_find_all, gameobject_find, or scene_get_hierarchy to locate the element, and verify sprite paths with asset_find.
SEMANTIC_INVALID An invalid value was supplied, such as an unknown anchor preset, layout type, alignment, or name/path with separators. Choose a valid preset/type from the error context (e.g., MiddleCenter, Vertical, TopLeft) and retry.
SKILL_ERROR A selection-based operation failed because fewer than the required number of UI elements were selected (e.g., Select at least 2 UI elements). Select the required UI elements in the Hierarchy before calling alignment/distribution skills.