Agent skill

Unity UI Toolkit Build

by akiojin in akiojin/unity-cli

Build UI Toolkit screens with unity-cli. An agent skill from akiojin/unity-cli.

MITAuto-check passedGame Development

Install Unity UI Toolkit Build

skills CLI
$ npx skills add akiojin/unity-cli --skill unity-ui-toolkit-build -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install akiojin/unity-cli unity-ui-toolkit-build --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-ui-toolkit-build .claude/skills/unity-ui-toolkit-build && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
unity-ui-toolkit-build
GitHub stars
107
Token cost
~1.5k tokens
SKILL.md length
596 words
Files
3 (incl. references)
Skills in repo
28
Repo updated
First seen
Licence
MIT

At a glance

Build UI Toolkit screens with unity-cli. An agent skill from akiojin/unity-cli.

  • Works in 8 steps: Read the runtime checklist, pin the… → Delegate scene creation/loading to… → Follow the construction recipe. Delegate… → …
  • The user asks to author UXML and USS
  • SKILL.md covers Use When, Do Not Use When, Preferred Flow and Examples, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Unity UI Toolkit Build is an agent skill from akiojin/unity-cli. Build UI Toolkit screens with unity-cli. Use when the user asks to author UXML and USS, configure PanelSettings and UIDocument, bind C callbacks, and verify the screen in Play Mode. Do not use for interacting with existing UI only; use unity-ui-automation. For scene-only creation use unity-scene-create, C-only edits use unity-csharp-edit, and runtime capture alone use unity-playmode-testing.

Its SKILL.md is about 1.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/construction.md` and `references/runtime-checklist.md`).

It sits in Game Development. It works with C#. The repository describes itself as: Rust CLI for Unity Editor automation over Unity TCP protocol. The licence is MIT.

When your agent uses it

  • The user asks to author UXML and USS
  • Configure PanelSettings and UIDocument
  • Bind C callbacks
  • Verify the screen in Play Mode

Example prompts

  • “/unity-ui-toolkit-build”

Requirements

  • Pre-approved tools (allowed-tools): Bash(unity-cli:*), Read, Grep, Glob

Workflow steps

8 steps, taken from the first numbered list in SKILL.md.

  1. Read the runtime checklist, pin the project/port, and confirm system ping.
  2. Delegate scene creation/loading to unity-scene-create. For an acceptance
  3. Follow the construction recipe. Delegate short Editor evaluations to
  4. Delegate the MonoBehaviour binding to unity-csharp-edit, using CLI C# write
  5. Call refresh_assets, wait for compilation/domain reload with
  6. Delegate Play to unity-playmode-testing and use the construction reference's
  7. Capture the initial Game view and label state. Set the text field, read its
  8. Exit Play, preserve the saved screen, and report paths and evidence. If an

What it can do on your machine

Read from SKILL.md and the folder at commit 7f45d7a. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves these tools, so the agent can use them without asking each time:

    • Bash(unity-cli:*)
    • Read
    • Grep
    • Glob

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are bash).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Unity UI Toolkit Build loads about 1.5k tokens when it runs, and up to ~4.4k if it reads all its reference files. Until then it costs about 107 tokens; SKILL.md has 596 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~107
When it runs · the whole SKILL.md, loaded when a task matches
~1.5k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~4.4k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from akiojin/unity-cli at commit 7f45d7a, republished under its MIT licence (© akiojin). 596 words, ~1,486 tokens.

Download SKILL.mdSave it as .claude/skills/unity-ui-toolkit-build/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
unity-ui-toolkit-build
description
Build UI Toolkit screens with unity-cli. Use when the user asks to author UXML and USS, configure PanelSettings and UIDocument, bind C# callbacks, and verify the screen in Play Mode. Do not use for interacting with existing UI only; use `unity-ui-automation`. For scene-only creation use `unity-scene-create`, C#-only edits use `unity-csharp-edit`, and runtime capture alone use `unity-playmode-testing`.
allowed-tools
Bash(unity-cli:*), Read, Grep, Glob
metadata.author
akiojin
metadata.version
0.1.0
metadata.category
ui
metadata.triggers
ui-toolkit, uxml, uss, uidocument
metadata.siblings
unity-ui-automation, unity-scene-create, unity-csharp-edit, unity-asset-management, unity-editor-tools, unity-playmode-testing

UI Toolkit Build

With --output json, results use {success, command, data, errors, warnings}. Check the exit status and envelope success first; tool-result fields in this skill are relative to data. Read failure codes from errors[0].code; see unity-cli-usage for exit-code recovery.

Take a runtime screen from UXML/USS through a saved UIDocument and C# binding to observed input, state changes, and Game-view captures. Use the existing tools and delegated skills; no separate UI authoring backend is required.

Use When

  • Build a UI Toolkit screen with UXML/USS, PanelSettings, and UIDocument.
  • Create a button/text-field form and bind its callback to a visible label.
  • Complete the build → Play → input → inspect → capture loop in an existing project.

Do Not Use When

  • Only inspect/click/set an existing UI: unity-ui-automation.
  • Build a uGUI Canvas/prefab or a scene without UI Toolkit: unity-scene-create.
  • Only edit the binding script: unity-csharp-edit.
  • Only refresh/import assets: unity-asset-management.
  • Only evaluate C# or inspect Editor diagnostics: unity-editor-tools.
  • Only enter Play, simulate input, or capture media: unity-playmode-testing.

Preferred Flow

  1. Read the runtime checklist, pin the project/port, and confirm system ping. Inspect scene dirty state and console before mutation; preserve unrelated work. Confirm the target screen, paths, named controls, and expected post-click text.
  2. Delegate scene creation/loading to unity-scene-create. For an acceptance fixture use Assets/Scenes/Generated/E2E/; reuse the requested scene otherwise.
  3. Follow the construction recipe. Delegate short Editor evaluations to unity-editor-tools to write UXML/USS source, import it, create PanelSettings via AssetDatabase, and assign a UIDocument. Never hand-edit .asset, .unity, .prefab, or .meta YAML. Refuse accidental overwrite of existing assets.
  4. Delegate the MonoBehaviour binding to unity-csharp-edit, using CLI C# write tools with refresh:false and waitForCompile:false; run the refresh and compilation checks as separate calls in step 5. Register callbacks in OnEnable and unregister in OnDisable. Use stable, unique UXML names, validate queries, and support Unity 2022.3 as well as Unity 6.
  5. Call refresh_assets, wait for compilation/domain reload with get_compilation_state, and reconnect. If a write fails after saving a file, inspect that file and diagnostics before retrying; do not duplicate the write. Inspect diagnostics; attach the compiled binding component, save assets and scene, then reload to check persistence. Do not infer compilation success from a write response alone.
  6. Delegate Play to unity-playmode-testing and use the construction reference's Editor-eval Game capture recipe for UI Toolkit overlays. Wait until the document has a ready panel. Delegate discovery/state/input to unity-ui-automation; use the returned uitk:/Object#element paths, not uGUI hierarchy paths or screen coordinates guessed from an image.
  7. Capture the initial Game view and label state. Set the text field, read its value back, click the button, and assert the label text changed to the expected value. Capture the resulting Game view. Inspect both images, console errors, and structured state; an interaction success response alone is insufficient.
  8. Exit Play, preserve the saved screen, and report paths and evidence. If an existing tool cannot perform a required operation, preserve the failing call and report the gap for a separate Issue; do not add bridge features here or claim a mocked/manual edit passed the automated loop.
Show full SKILL.md (92 more words)Show less

Use a stable request ID for each mutating eval. After a timeout query editor eval-status before retrying; timeout does not cancel execution.

Examples

  • "Create a UI Toolkit sign-in form and verify its Submit button updates a label."
  • "UXML と USS で名前入力画面を作り、Play 中のクリック結果まで確認して。"

For a new test scene, then a discovered document named ToolkitDemo:

bash
unity-cli raw create_scene --json '{"sceneName":"ToolkitDemo","path":"Assets/Scenes/Generated/E2E/"}'
unity-cli raw find_ui_elements --json '{"namePattern":"submit","uiSystem":"uitk"}'
unity-cli raw get_ui_element_state --json '{"elementPath":"uitk:/ToolkitDemo#status"}'
unity-cli raw set_ui_element_value --json '{"elementPath":"uitk:/ToolkitDemo#player-name","value":"Ada"}'
unity-cli raw click_ui_element --json '{"elementPath":"uitk:/ToolkitDemo#submit"}'
unity-cli raw get_ui_element_state --json '{"elementPath":"uitk:/ToolkitDemo#status"}'

References

© akiojin, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 2 other files (references) in .claude-plugin/plugins/unity-cli/skills/unity-ui-toolkit-build of akiojin/unity-cli.

  • SKILL.md
  • references/construction.md
  • references/runtime-checklist.md

Open the folder on GitHubat commit 7f45d7a

Compare with similar skills

Unity UI Toolkit Build next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Unity UI Toolkit Build compared with similar skills
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Unity UI Toolkit Build this skillakiojin/unity-cli107—~1.5kAutomated safety check: PassMIT
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Locus Unity BridgeMisaka-Mikoto-Tech/agent-skills278—~4kAutomated safety check: PassMIT
Gameobject Component List AllIvanMurzak/Unity-MCP4.4k—~846Automated safety check: PassApache-2.0
Validate GsdkPlayFab/gsdk170—~645Automated safety check: PassApache-2.0
Aibridge Development WorkflowFlameskyDexive/Legends-Of-Heroes929—~790Automated safety check: PassMIT

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Works with

Questions about Unity UI Toolkit Build

What does Unity UI Toolkit Build do?

Build UI Toolkit screens with unity-cli. An agent skill from akiojin/unity-cli. Unity UI Toolkit Build is an agent skill from akiojin/unity-cli. Build UI Toolkit screens with unity-cli.

When should I use Unity UI Toolkit Build?

Unity UI Toolkit Build fits situations like: the user asks to author UXML and USS; configure PanelSettings and UIDocument; bind C callbacks; verify the screen in Play Mode.

How do I install Unity UI Toolkit Build in Claude Code?

Run `npx skills add akiojin/unity-cli --skill unity-ui-toolkit-build -a claude-code`. Or copy the skill folder (.claude-plugin/plugins/unity-cli/skills/unity-ui-toolkit-build in akiojin/unity-cli) into .claude/skills/unity-ui-toolkit-build in your project. Claude Code loads it when a task matches its description.

How do I install Unity UI Toolkit Build in Codex?

Run `npx skills add akiojin/unity-cli --skill unity-ui-toolkit-build -a codex`. Or copy the skill folder (.claude-plugin/plugins/unity-cli/skills/unity-ui-toolkit-build in akiojin/unity-cli) into .agents/skills/unity-ui-toolkit-build in your project. Codex loads it when a task matches its description.

Can I use Unity UI Toolkit Build in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add akiojin/unity-cli --skill unity-ui-toolkit-build -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unity-ui-toolkit-build, .gemini/skills/unity-ui-toolkit-build, .github/skills/unity-ui-toolkit-build and .opencode/skills/unity-ui-toolkit-build in your project.

What does Unity UI Toolkit Build need to run?

SKILL.md names no scripts, command-line tools or credentials: Unity UI Toolkit Build is instructions for the agent only. Its frontmatter pre-approves these tools: Bash(unity-cli:*), Read, Grep, Glob.

Does Unity UI Toolkit Build access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Unity UI Toolkit Build safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Unity UI Toolkit Build use?

Unity UI Toolkit Build is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Unity UI Toolkit Build use?

About 1.5k tokens (SKILL.md is roughly 5.9k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 2.9k tokens, read only when the agent opens those files.

What are the alternatives to Unity UI Toolkit Build?

Skills that share tags, products or a category with Unity UI Toolkit Build: Uloop Execute Dynamic Code (CyberAgentGameEntertainment/NovaShader, 1.6k stars), Locus Unity Bridge (Misaka-Mikoto-Tech/agent-skills, 278 stars), Gameobject Component List All (IvanMurzak/Unity-MCP, 4.4k stars) and Validate Gsdk (PlayFab/gsdk, 170 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Unity UI Toolkit Build?

akiojin (a GitHub user) maintains it in akiojin/unity-cli, which has 107 GitHub stars. The repository holds 28 skills in this directory. The repository was last updated on October 5, 2026.

Source: akiojin/unity-cli on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.