Agent skill

Scenario Unity UI

by scenario-labs in scenario-labs/skills

A skill your agent uses when building or fixing game UI in Unity 6.3: main menu, settings screen (resolution, quality, volume, key rebinding), HUD, health bar, minimap frame; choosing uGUI or UI…

MITAuto-check passedGame Development

Install Scenario Unity UI

skills CLI
$ npx skills add scenario-labs/skills --skill scenario-unity-ui -a claude-code

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

GitHub CLI
$ gh skill install scenario-labs/skills scenario-unity-ui --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/scenario-labs/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/game-engines/unity/scenario-unity-ui .claude/skills/scenario-unity-ui && 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
scenario-unity-ui
GitHub stars
946
Token cost
~4.3k tokens
SKILL.md length
1,912 words
Files
40 (incl. scripts, references)
Skills in repo
146
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when building or fixing game UI in Unity 6.3: main menu, settings screen (resolution, quality, volume, key rebinding), HUD, health bar, minimap frame; choosing uGUI or UI…

  • Works in 8 steps: uGUI is still the 6.3 runtime… → One reference resolution, anchored… → A uGUI Canvas is the rebuild and batch… → …
  • Fixing game UI in Unity 6.3: main menu
  • SKILL.md covers Stance (the expert delta), Establish first, Workflow and Numbers, plus 5 more sections
  • Runs C# scripts from its folder; calls npx

What it does

Scenario Unity UI is an agent skill from scenario-labs/skills. Use when building or fixing game UI in Unity 6.3: main menu, settings screen (resolution, quality, volume, key rebinding), HUD, health bar, minimap frame; choosing uGUI or UI Toolkit or mixing both; 'UI scales wrong on phones', portrait to 4K, Canvas Scaler, anchors, layout groups collapsing, sort order, UXML/USS, data binding, TextMeshPro or UI Toolkit fonts missing glyphs, localized menus, gamepad navigation, UI draw calls, canvas rebuild spikes, UI tests, or capturing UI to check it.

Its SKILL.md is about 4.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 45 other files, including scripts and reference files (for example `references/critique.md`, `references/expert-notes.md` and `references/gui-paths.md`).

It sits in Game Development, covering Game development. The repository describes itself as: Get production-ready images, video, audio, and 3D from any AI agent: skills that pick the right model, price before spending, and keep characters and brands consistent through… The licence is MIT.

When your agent uses it

  • Fixing game UI in Unity 6.3: main menu
  • Settings screen (resolution
  • UI scales wrong on phones
  • Layout groups collapsing

Example prompts

  • “UI scales wrong on phones”
  • “/scenario-unity-ui”

Requirements

  • Node.js

Workflow steps

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

  1. uGUI is still the 6.3 runtime recommendation; the matrix decides. UI Toolkit only: data binding, USS transitions, flexible layout, global…
  2. One reference resolution, anchored edges, Match chosen by orientation. 1920 x 1080, Scale With Screen Size, Match 0.5 when both…
  3. A uGUI Canvas is the rebuild and batch unit. Split static and per-frame content into sub-canvases, remove raycasters from display-only…
  4. Layout resolves preferred, else min, else 0. A child with nothing to report collapses under Control Child Size; a Content Size Fitter goes…
  5. One selection, one layer table, across both systems. Hover selects, the first selection lands one frame after a screen shows, the last…
  6. Text: effects in the material, one font chain per system. Shadow plus Outline turned 28 triangles into 280; TMP outline and underlay…
  7. UI Toolkit costs follow GPU state and time hidden. At most 8 textures per batch (measured ceil(N/8)); a static panel split across vertex…
  8. Capture the UI the way it renders, then assert on the same frame. Overlay canvases never reach a camera target (0 UI pixels, measured)…

What it can do on your machine

Read from SKILL.md and the folder at commit f6f8ab7. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 9 files in scripts/ (C#, from the files we listed), which the agent can run.

    Shell commands in SKILL.md call:

    • npx

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

  • Network

    No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.

    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

Scenario Unity UI loads about 4.3k tokens when it runs, and up to ~28k if it reads all its reference files. Until then it costs about 127 tokens; SKILL.md has 1,912 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~127
When it runs · the whole SKILL.md, loaded when a task matches
~4.3k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~28k

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); the scripts in this folder are not scanned.

SKILL.md

The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 1,912 words, ~4,326 tokens.

Download SKILL.mdSave it as .claude/skills/scenario-unity-ui/SKILL.md (or your agent's skills folder). This skill also uses 39 other files; get the full folder from GitHub.
name
scenario-unity-ui
description
Use when building or fixing game UI in Unity 6.3: main menu, settings screen (resolution, quality, volume, key rebinding), HUD, health bar, minimap frame; choosing uGUI or UI Toolkit or mixing both; 'UI scales wrong on phones', portrait to 4K, Canvas Scaler, anchors, layout groups collapsing, sort order, UXML/USS, data binding, TextMeshPro or UI Toolkit fonts missing glyphs, localized menus, gamepad navigation, UI draw calls, canvas rebuild spikes, UI tests, or capturing UI to check it.
license
MIT

Unity UI (UI developer)

Expert UI work is a screen that keeps the same shape from a phone in portrait to a 4K monitor, answers mouse, touch, keyboard and gamepad alike, reads clearly, and costs almost nothing while it sits still. An agent gets there by building from code or text, then proving each screen with a capture at every device size, a layout assertion on the same frame, an audit, behavior tests and counters. Target: Unity 6000.3.21f1, uGUI 2.0 (TextMeshPro inside), UI Toolkit, Input System 1.20. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.

REQUIRED BACKGROUND: scenario-unity-expert (channels, review loop, 6.3 traps). Toolkit: scripts/ut_ui.py (imports ut_env, ut_run, ut_review), jobs in scripts/AgentKit/UI/, runtime components in scripts/Runtime/UI/ (asmdef AgentUI.Runtime), UXML/USS/TSS templates in scripts/templates/uitk/.

Stance (the expert delta)

  1. uGUI is still the 6.3 runtime recommendation; the matrix decides. UI Toolkit only: data binding, USS transitions, flexible layout, global styles, dynamic atlas, RTL and emoji, SVG. uGUI only: Animation Clips and Timeline, serialized events, Scene-view authoring (6.3 Manual). Custom shaders (UI Shader Graph) and world space are in BOTH columns in 6.3: never a reason to pick uGUI. No blocker: keep the project's system; UI-heavy or designer-led projects lean UI Toolkit; split by screen when both columns are needed (ut_ui.choose_system).
  2. One reference resolution, anchored edges, Match chosen by orientation. 1920 x 1080, Scale With Screen Size, Match 0.5 when both orientations exist: with this landscape reference, Match 0 shrinks a portrait phone to 0.5625 (Match 1 inflates it 1.78x); the manual's "1.5x at Match 0" is its portrait reference shown in landscape. uGUI blends Match in log space, UI Toolkit linearly: 1.0 vs 1.17 at 1080 x 1920 (measured). Anchor each element to its corner while the Game view shows the design resolution, keep scale 1 (uGUI manual; Christina). Phones take a handheld multiplier set from a touch-target check (CanvasDeviceScale, 1.35).
  3. A uGUI Canvas is the rebuild and batch unit. Split static and per-frame content into sub-canvases, remove raycasters from display-only canvases, untick Raycast Target on labels. Canvases never batch with each other: 400 world-space name plates are 400 batches (Andy Touch). Hide with Canvas.enabled (0 mesh regenerations vs 200 for SetActive, measured) plus CanvasGroup.interactable, or buttons stay navigable.
  4. Layout resolves preferred, else min, else 0. A child with nothing to report collapses under Control Child Size; a Content Size Fitter goes only at the top; the pivot sets growth; no layout groups on per-frame UI. When a size surprises you, read min/preferred/flexible of parent AND children (UIAudit.ExplainLayout), never toggle checkboxes (Christina, HTQV4mukZ2M).
  5. One selection, one layer table, across both systems. Hover selects, the first selection lands one frame after a screen shows, the last selection is remembered for the gamepad (Sasquatch B Studios). Point a scripted InputSystemUIInputModule at InputSystem.actions or rebinds never reach navigation (measured). Give every layer its own sort order from one table (ut_ui.UI_LAYERS: HUD 0, menus 10, modal 20): Canvas.sortingOrder and PanelSettings.sortingOrder rank against each other (drawing since 2021.2, Unity staff; input measured here); a tie leaves the top layer to Hierarchy order (Christina). Focus crosses systems through the EventSystem: element.Focus() selects the panel, SetSelectedGameObject(uguiButton) blurs it (measured). UI in its own additive scene holding the only EventSystem (Jason Weimann).
  6. Text: effects in the material, one font chain per system. Shadow plus Outline turned 28 triangles into 280; TMP outline and underlay stayed at 30 (measured; Andy Touch). TMP fallbacks never reach UI Toolkit text, which resolves its own font and Panel Text Settings: with a CJK font in TMP Settings, the HUD still missed "設定" (measured). Gate every locale per system with tryAdd on; all fallback assets share one sampling size and padding (about a tenth); CJK split across assets; RTL means UI Toolkit (Imphenzia). Code-filled drop-downs refill on the locale event (SettingsScreen.OnLocaleChanged).
  7. UI Toolkit costs follow GPU state and time hidden. At most 8 textures per batch (measured ceil(N/8)); a static panel split across vertex buffers draws twice: raise Vertex Budget (12k vertices: 3 batches at 0, 1 at 20000, measured); stencil masks break batches, so pre-cut a round minimap frame; animate transforms with usage hints; no class toggles on big containers; [GeneratePropertyBag] works only with the assembly attribute too (class alone gave a reflected bag, measured) (Nicolas Borromeo, Unity). Hide by duration: removal for long absences, display none in between (bindings keep running), opacity or off-screen for blinking (ut_ui.uitk_hide_method, costs in procedures P16). Find idle invalidations with PanelChangeLog; a stylesheet loads every asset it references.
  8. Capture the UI the way it renders, then assert on the same frame. Overlay canvases never reach a camera target (0 UI pixels, measured): capture uGUI through Screen Space Camera on a hidden camera, UI Toolkit through a cloned PanelSettings with targetTexture. Look at every sheet, including a 4K crop.

Establish first

Platforms and orientations; inputs; languages (CJK, RTL) and which system renders each string; who edits the UI later; the system already used; the device list (defaults: phone portrait 1080 x 1920 at 420 dpi, laptop 1920 x 1080, 4K); palette (default: flat neutrals, one accent); a UI scene shared across levels; the budget (default: idle HUD adds no GC, 1 batch, 0 panel changes per frame).

Workflow

  1. Route. ut_ui.choose_system(needs, ui_heavy, existing, team). GATE: blockers quoted, shared rows not used as reasons, a layer table when both systems ship.
  2. Set up. UISetup.ImportTmpEssentials, UISetup.AddScenesToBuild, ut_ui.add_ui_test_framework; mixer from scenario-unity-gameplay. GATE: TMP Settings present.
  3. Build. UiTheme tokens (8 px steps, one accent, one title level; Game Dev Guide). uGUI: UIBuild.BuildMenuScene or its helpers. UI Toolkit: ut_ui.write_uitk_templates then UIToolkitBuild.BuildHud. GATE: zero compile errors and warnings, ImportReport 0 errors with rules > 0 per sheet, lint_uss/lint_uxml/lint_cs_events/lint_cs_queries clean.
  4. Capture and assert. UICapture.CaptureUGUI / CaptureUITK over ut_ui.shots(...), HUD over a real level. GATE: layout_verdict empty, scale equals the formula, sheet and 4K crop looked at and critiqued (references/critique.md); a collapse explained with ExplainLayout.
  5. Audit. UIAudit.Audit with every locale's strings; UIToolkitBuild.UitkGlyphs for UI Toolkit text; BindingSources for data sources. GATE: 0 errors, 0 warnings, 0 missing glyphs in both systems, every source generated.
  6. Behavior. Play Mode tests (selection, gamepad, hidden screens, settings, rebind, additive scene, bindings, layers and focus, locale) and Edit Mode UI Test Framework tests (clicks, keys, bindings, queried names). GATE: all pass.
  7. Cost. UIPerf.HideCost, TextEffectCost, PlayModeCounters (counters, list_markers), PanelChangeLog. GATE: numbers against the budget, before and after each change.
  8. Deliver with Verified and Assumed, and the handoff packets below.
Show full SKILL.md (819 more words)Show less

Numbers

ValueRelative toSource
1920 x 1080, Match 0.5reference, both orientationsuGUI manual; Christina
1.0 / 2.0; 0.5625 at Match 0uGUI scale at 1080 x 1920 / 3840 x 2160measured; formula
1.1701 / 1.4769UI Toolkit scale at 1080 x 1920 / 1170 x 2532 (uGUI 1.0 / 1.1953)measured
88 ref px x 1.35 = 119 pxcontrol height vs a 116 px (7 mm) target at 420 dpi[added]
4.5:1 / 3:1contrast, body / large text[added] WCAG
8; 256 pxtextures per UI Toolkit batch (measured); dynamic atlas size filter in the demoBorromeo
3 vs 1 batches12,000 vertices, Vertex Budget 0 vs 20000measured
7 / 18 msstencil nesting levels / Update Style from one big class swapBorromeo
0.87-0.99 / 0.005 mshidden bound screen per frame: display none / removed (visible 1.16-1.32)measured, 3 runs
2.2-3.3 msre-adding a removed 120-row screen (display flex 1.5-2.0)measured, 3 runs
0 vs 200mesh regenerations: Canvas.enabled vs SetActive, 200 graphicsmeasured
40 to 14batches after a Sprite Atlas (rotation, tight packing off)Andy Touch
0.01, 100 px = 1 unitworld-space canvas scaleChristina, Brackeys
80 / 8TMP sampling point size / paddingImphenzia

Quality gates

  • Measurable: compile clean; layout_verdict empty at every device; scale equals canvas_scale or panel_scale; UIAudit 0 errors and 0 warnings (sort ties, world canvases, static masks, center-anchored edges, atlas settings included); glyph gates 0 missing in TMP and UI Toolkit; USS rules kept; Play and Edit Mode tests 0 failures; static panel 1 batch; idle HUD 0 GC and 0 panel changes.
  • Visual: the contact sheet and a 4K crop, judged on hierarchy, palette, contrast, spacing, same shape at every size, HUD readable over the level.

Common mistakes

MistakeWhat it looks likeFix
Capturing Overlay UI with a cameraframe without UICaptureUGUI
Match 0 with a landscape referenceportrait UI at 0.56xMatch 0.5, or one canvas per orientation
Same Match in UI Toolkitportrait HUD 17% largerpanel_scale
Custom shaders routed to uGUIoutdated 2022 adviceUI Shader Graph for UI Toolkit (6.3)
Two layers on one sort orderpause menu under the HUD, clicks to the wrong systemone table, distinct values
Focus left in the other systemgamepad dead after a uGUI popup over UI ToolkitSetSelectedGameObject in, element.Focus() back
Center anchors on corner UIcounter drifts off screen on 21:9corner anchors
Hiding with SetActive / Canvas.enabled alonerebuild spike / hidden buttons navigableMenuScreen.Show
Empty child under Control Child Sizeelement vanishesLayout Element floor; ExplainLayout
One canvas per enemy barbatches grow with enemiesshared canvas, UI Toolkit world space, sprites
Rounded overflow: hidden or Mask for a minimapbatch break per maskpre-cut frame art, shader clip
Atlas rotation or tight packing on UIupside-down or bleeding iconsuntick both
TMP fallback expected in UI Toolkittofu in the HUDPanel Text Settings fallbacks, UitkGlyphs
Code-filled drop-downstays English after a locale switchrefill on the locale event
Class-only [GeneratePropertyBag]reflection bindingsplus [assembly: GeneratePropertyBagsForAssembly]
display none for a screen hidden minutesbinding cost keeps runningRemoveFromHierarchy
One USS errorwhole sheet dropped, UI unstyledImportReport rules > 0
Frame Debugger as a gatenothing an agent can readRender/Batches Count recorder
No first selection; default UI actionskeyboard dead; rebinds ignoredMenuScreen.FirstSelected; InputSystem.actions
Subscribe without unsubscribehandlers pile up on reloadsregister, initialize, -= in OnDisable/OnDestroy

Handoffs

  • Receives from scenario-unity-architecture: models, events, the Input actions asset. From scenario-unity-gameplay: the AudioMixer with exposed MasterVol/MusicVol/SFXVol. From scenario-unity-rendering-lighting: quality levels (at runtime QualitySettings.names lists only the platform's levels). From artists, scenario-unity-2d or scenario-* skills: sprites and icons (atlased, rotation and tight packing off).
  • Delivers to scenario-unity-mobile: one root per system for the safe-area panel (UI Toolkit: RuntimePanelUtils.ScreenToPanel with the y flip). To scenario-unity-performance: counter CSVs. To scenario-unity-shaders: UI Shader Graph or Canvas materials (minimap clip, blur). To scenario-unity-pipeline-automation: UI scenes, Play and Edit Mode tests for CI. Packet: scenes, capture sheets with the verdict, audit JSON, test totals, Verified and Assumed.

Unity 6.3 notes

  • TextMeshPro ships inside com.unity.ugui 2.0; in batch mode TMP_PackageResourceImporter finds no package path (UISetup.ImportTmpEssentials). enableWordWrapping is obsolete.
  • using UnityEngine.UI with UnityEngine.UIElements makes Image, Button, Slider ambiguous (CS0104): alias them.
  • Runtime binding since 6000.0; world-space UI Toolkit since 6.2; 6.3 adds UI Shader Graph, USS filter, aspect-ratio, SVG, the UI Test Framework package (com.unity.ui.test-framework 6.3.0, built in), and a stricter USS parser: any error leaves an EMPTY StyleSheet flagged importedWithErrors (measured). PanelSettings.vertexBudget, textureSlotCount, SetPanelChangeReceiver are public. Markers: Scripts/UIElements.UpdateRuntimeBindings, .UpdateLayout, .UpdateStyle.
  • EditorSceneManager.NewScene unloads unreferenced assets: create the scene before loading the UXML.
  • After 6.3: 6.5 Panel Renderer replaces UIDocument (which keeps working), uGUI Raycast Receiver; 6.6 removes UXML Factory/Traits ([UxmlElement] now).

References

© scenario-labs, 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 39 other files (scripts, references) in skills/game-engines/unity/scenario-unity-ui of scenario-labs/skills.

  • SKILL.md
  • references/critique.md
  • references/expert-notes.md
  • references/gui-paths.md
  • references/procedures.md
  • references/sources.md
  • scripts/AgentKit/UI/UIAudit.cs
  • scripts/AgentKit/UI/UIBuild.cs
  • scripts/AgentKit/UI/UICapture.cs
  • scripts/AgentKit/UI/UIPerf.cs
  • scripts/AgentKit/UI/UISetup.cs
  • scripts/AgentKit/UI/UIToolkitBuild.cs
  • scripts/Runtime/UI/AgentUI.Runtime.asmdef
  • scripts/Runtime/UI/CanvasDeviceScale.cs
  • scripts/Runtime/UI/ClampedWidth.cs
  • … and 25 more

Open the folder on GitHubat commit f6f8ab7

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Fantasy Framework Development Guideqq362946/Fantasy1.4k—~5.8kAutomated safety check: PassCustom licence
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Questions about Scenario Unity UI

What does Scenario Unity UI do?

A skill your agent uses when building or fixing game UI in Unity 6.3: main menu, settings screen (resolution, quality, volume, key rebinding), HUD, health bar, minimap frame; choosing uGUI or UI…. Scenario Unity UI is an agent skill from scenario-labs/skills.3: main menu, settings screen (resolution, quality, volume, key rebinding), HUD, health bar, minimap frame; choosing uGUI or UI Toolkit or mixing both; 'UI scales wrong on phones', portrait to 4K, Canvas Scaler, anchors, layout groups collapsing, sort order, UXML/USS, data binding, TextMeshPro or UI Toolkit fonts missing glyphs, localized menus, gamepad navigation, UI draw calls, canvas rebuild spikes, UI tests, or capturing UI to check it.

When should I use Scenario Unity UI?

Scenario Unity UI fits situations like: fixing game UI in Unity 6.3: main menu; settings screen (resolution; UI scales wrong on phones; layout groups collapsing.

How do I install Scenario Unity UI in Claude Code?

Run `npx skills add scenario-labs/skills --skill scenario-unity-ui -a claude-code`. Or copy the skill folder (skills/game-engines/unity/scenario-unity-ui in scenario-labs/skills) into .claude/skills/scenario-unity-ui in your project. Claude Code loads it when a task matches its description.

How do I install Scenario Unity UI in Codex?

Run `npx skills add scenario-labs/skills --skill scenario-unity-ui -a codex`. Or copy the skill folder (skills/game-engines/unity/scenario-unity-ui in scenario-labs/skills) into .agents/skills/scenario-unity-ui in your project. Codex loads it when a task matches its description.

Can I use Scenario Unity UI 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 scenario-labs/skills --skill scenario-unity-ui -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/scenario-unity-ui, .gemini/skills/scenario-unity-ui, .github/skills/scenario-unity-ui and .opencode/skills/scenario-unity-ui in your project.

What does Scenario Unity UI need to run?

Going by SKILL.md and its folder, Scenario Unity UI needs C# for the scripts in its folder and the command-line tools its instructions call (npx). Our summary lists: Node.js.

Does Scenario Unity UI access the network?

SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Scenario Unity UI 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Scenario Unity UI use?

Scenario Unity UI is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Scenario Unity UI use?

About 4.3k tokens (SKILL.md is roughly 17k 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 24k tokens, read only when the agent opens those files.

What are the alternatives to Scenario Unity UI?

Skills that share tags, products or a category with Scenario Unity UI: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Sprite Gen (aldegad/sprite-gen, 2.7k stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars) and Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Scenario Unity UI?

scenario-labs (a GitHub organization) maintains it in scenario-labs/skills, which has 946 GitHub stars. The repository holds 146 skills in this directory. The repository was last updated on October 10, 2026.

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