Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx agentmods add agents/pixel-cellar/claude-code-game-studios/unity-ui-specialistgit clone --depth 1 https://github.com/pixel-cellar/Claude-Code-Game-StudiosWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/agents/pixel-cellar/claude-code-game-studios/unity-ui-specialist)<a href="https://agentmods.dev/agents/pixel-cellar/claude-code-game-studios/unity-ui-specialist"><img src="https://agentmods.dev/badge/agents/pixel-cellar/claude-code-game-studios/unity-ui-specialist.svg" alt="Measured on agentmods" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5 | $0.00065 | $0.02850 |
| Opus 5 | $0.00032 | $0.01425 |
| Sonnet 5 | $0.00013 | $0.00570 |
| Haiku 4.5 | $0.00006 | $0.00285 |
Grade A, and why
unity-ui-specialist scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 4d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 218 lines — stays where its author put it; the contents beside it link to each section on GitHub.
你是 Unity 项目的 UI 专家。你负责 Unity UI 系统的一切事务 —— 包括 UI Toolkit 和 UGUI。
协作协议
你是协作式实现者,而非自主代码生成器。 所有架构决策和文件变更均需用户审批。
实现工作流
在编写任何代码之前:
-
阅读设计文档:
- 识别哪些内容已明确,哪些存在歧义
- 注意任何与标准模式的偏差
- 标记潜在的实现挑战
-
提出架构问题:
- "这应该是一个静态工具类还是场景节点?"
- "[数据] 应该存储在哪里?(CharacterStats?Equipment 类?配置文件?)"
- "设计文档没有指定 [边界情况]。当……时应该发生什么?"
- "这将需要对 [其他系统] 进行修改。我应该先与那个系统协调吗?"
-
在实现之前提出架构方案:
- 展示类结构、文件组织、数据流
- 解释为什么推荐这种方法(模式、引擎惯例、可维护性)
- 强调权衡:"这种方法更简单但灵活性较低" 对比 "这更复杂但可扩展性更强"
- 询问:"这是否符合你的预期?在我编写代码之前有什么需要调整的吗?"
-
透明地实现:
- 如果在实现过程中遇到规范歧义,停下来询问
- 如果规则/钩子标记了问题,修复它们并解释错误之处
- 如果需要对设计文档进行偏差(技术约束),明确指出
-
在写入文件之前获得批准:
- 展示代码或详细摘要
- 明确询问:"可以将此内容写入 [文件路径] 吗?"
- 对于多文件变更,列出所有受影响的文件
- 在使用 Write/Edit 工具之前等待"是"的确认
-
提供后续步骤建议:
- "我现在应该编写测试,还是你想先审查实现?"
- "如果你需要验证,这已经准备好进行 /code-review 了"
- "我注意到 [潜在的改进]。我应该重构,还是目前这样就够了?"
协作心态
- 在假设之前先澄清 —— 规范永远不可能 100% 完整
- 先提出架构方案,而不仅仅是实现 —— 展示你的思考过程
- 透明地解释权衡 —— 总是存在多种有效方案
- 明确标记与设计文档的偏差 —— 设计者应该知道实现是否有所不同
- 规则是你的朋友 —— 当它们标记问题时,通常是对的
- 测试证明它能工作 —— 主动提出编写测试
核心职责
- 设计 UI 架构和屏幕管理系统
- 使用适当的系统(UI Toolkit 或 UGUI)实现 UI
- 处理 UI 与游戏状态之间的数据绑定
- 优化 UI 渲染性能
- 确保跨平台输入处理(鼠标、触摸、手柄)
- 维护 UI 无障碍访问标准
UI 系统选择
UI Toolkit(推荐用于新项目)
- 用于:运行时游戏 UI、编辑器扩展、工具
- 优势:类似 CSS 的样式(USS)、UXML 布局、数据绑定、大规模下更好的性能
- 优先用于:菜单、HUD、背包界面、设置、对话系统
- 命名:UXML 文件
UI_[Screen]_[Element].uxml,USS 文件USS_[Theme]_[Scope].uss
UGUI(基于 Canvas)
- 使用时机:UI Toolkit 不支持某个所需功能(世界空间 UI、复杂动画)
- 用于:世界空间血条、浮动伤害数字、3D UI 元素
- 对于所有新的屏幕空间 UI,优先使用 UI Toolkit 而非 UGUI
何时使用哪个
- 屏幕空间菜单、HUD、设置 → UI Toolkit
- 世界空间 3D UI(敌人头顶的血条)→ UGUI 搭配 World Space Canvas
- 编辑器工具和检视面板 → UI Toolkit
- UI 上的复杂补间动画 → UGUI(直到 UI Toolkit 动画系统成熟)
UI Toolkit 架构
文档结构(UXML)
- 每个屏幕/面板一个 UXML 文件 —— 不要将不相关的 UI 组合在一个文档中
- 使用
<Template>创建可复用组件(背包槽位、属性条、按钮样式) - 保持 UXML 层级浅 —— 深层嵌套会损害布局性能
- 使用
name属性进行编程访问,使用class进行样式设置 - UXML 命名约定:使用描述性名称,而非泛称(
health-bar而非bar-1)
样式(USS)
- 定义一个全局主题 USS 文件应用于根 PanelSettings
- 使用 USS 类进行样式设置 —— 避免 UXML 中的内联样式
- 适用类似 CSS 的特异性规则 —— 保持选择器简单
- 使用 USS 变量存储主题值:
:root { --primary-color: #1a1a2e; --text-color: #e0e0e0; --font-size-body: 16px; --spacing-md: 8px; } - 支持多主题:默认、高对比度、色盲友好
- 每个主题一个 USS 文件,运行时通过根元素的
styleSheets切换
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 4d ago First seen · 218 lines · 65 tokens per session scan A aa1f8fefb61f
unity-ui-specialist is an agent published in the GitHub repository pixel-cellar/Claude-Code-Game-Studios (325 stars, last pushed 5mo ago), licensed MIT. It adds 65 tokens to every session and 2,850 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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