unity-ui-rendering-debugging

A read-only troubleshooting guide for Unity user-interface elements that should appear but are missing, clipped, hidden, or layered incorrectly. Unity is a game-development tool, and NGUI is one of its interface systems.

In plain words
What is it for?
Use it to investigate missing HUD elements, screens, widgets, sprites, anchors, masks, canvases, sorting layers, and NGUI depth.
Why use it?
It helps separate game-state problems from display problems such as hierarchy, sizing, clipping, cameras, materials, or draw order before anything is changed.

Skill for Claude CodeCodex

Install

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.

agentmods
npx agentmods add skills/hoatv2211/gamestudio-codexkit/unity-ui-rendering-debugging
Any agent
npx skills add hoatv2211/GameStudio-CodexKIT --skill unity-ui-rendering-debugging
Clone the repo
git clone --depth 1 https://github.com/hoatv2211/GameStudio-CodexKIT

Made for: Claude Code, Codex.

Per session 52 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 880 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5 $0.00052 $0.00880
Opus 5 $0.00026 $0.00440
Sonnet 5 $0.00010 $0.00176
Haiku 4.5 $0.00005 $0.00088

Measured 2d ago against content hash dd72a503d4bd, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-ui-rendering-debugging 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 2d 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.

skills/unity-ui-rendering-debugging/SKILL.md · 79 lines

How it starts

The opening of the file, as written. The whole thing — 79 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity UI Rendering Debugging

Overview

Separate data/state problems from hierarchy, activation, geometry, clipping, material, atlas, camera, canvas, and NGUI depth problems before editing assets.

When to use

Use when a known UI state should render but a widget, item, canvas, prefab, atlas sprite, anchor, mask, or sorting layer is wrong or invisible.

When NOT to use

Do not use when the Unity client never reaches the offline/gameplay state, login/bootstrap fails, or network fallback is the primary symptom.

Required inputs and context discovery

Collect Unity and UI framework versions, hierarchy path, prefab source, expected data/state, activation state, canvas/camera, layer, sorting order or NGUI depth, clipping/mask chain, material/atlas, anchors, and no-touch asset rules.

Safety and risk level

Read-only diagnosis first. Do not save scenes or prefabs, reimport assets, change GUID/meta files, upgrade UI packages, or batch-reserialize without scoped mutation and backup.

Workflow

  1. Prove the underlying data and state say the item should exist. Completion criterion: rendering is isolated from business logic or routed elsewhere.
  2. Trace hierarchy presence, active state, scale, position, and parent clipping. Completion criterion: the first invisible transform or activation condition is identified.
  3. Inspect canvas/camera/layer/sorting or NGUI panel and widget depth. Completion criterion: render-order conflicts are supported by values, not screenshots alone.
  4. Inspect prefab links, materials, atlases, sprite names, masks, and anchors. Completion criterion: missing or stale asset references are named with paths.
  5. Define the smallest reversible change and verification scene or fixture. Completion criterion: any asset edit routes through safe-project-mutation.

Evidence and output contract

Produce hierarchy path, state proof, render-order values, clipping chain, prefab/material/atlas references, suspect cause, proposed minimal change, and verification plan.

Read the full file on GitHub · 79 lines

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

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.

  1. 2d ago First seen · 79 lines · 52 tokens per session scan A dd72a503d4bd

Subscribe to this mod's changes

unity-ui-rendering-debugging is a skill published in the GitHub repository hoatv2211/GameStudio-CodexKIT (3 stars, last pushed 6d ago), licensed MIT. It adds 52 tokens to every session and 880 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 2026-08-31.

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