unity-ui-patterns

unity-ui-patterns is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 78 tokens per session (5,531 once invoked), scanned A, a copy of unity-ui-patterns, MIT.

A Unity 6 guide for structuring game interfaces such as menus, HUDs, inventories, and screen transitions. It uses Unity UI Toolkit and separates what a screen displays from the behavior behind it.

In plain words
What is it for?
Use it to plan screen flows, build reusable menus and HUDs, manage dynamic lists and grids, and define transitions and feedback.
Why use it?
It helps prevent screen logic from becoming tangled as a game gains more screens, navigation paths, animations, or changing lists.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to plan screen flows, build reusable menus and HUDs, manage dynamic lists and grids, and define transitions and feedback.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/unity-ui-patterns
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.

Any agent
npx skills add IdoCohen560/claude-unity-game-studio --skill unity-ui-patterns
Clone the repo
git clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studio

Made for: Claude Code.

Wrote 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.

agentmods badge for unity-ui-patterns

README.md
[![agentmods](https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-ui-patterns/github.svg)](https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-ui-patterns)
Your own site
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Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for unity-ui-patterns

Your own site · 80×15
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-ui-patterns"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-ui-patterns.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 78 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,531 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 100% copy Near-identical to another mod 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 5.1 $0.00078 $0.05531
Opus 5.5 $0.00031 $0.02212
Sonnet 5.5 $0.00016 $0.01106
Haiku 4.5 $0.00008 $0.00553

Measured 1mo ago against content hash 51a0fb1ab5bd, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unity-ui-patterns 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 1mo 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.

Origin

This is a copy

100% identical to unity-ui-patterns — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

examples/my-first-game/.claude/skills/unity-ui-patterns/SKILL.md · 748 lines

How it starts

The opening of the file, as written. The whole thing — 748 lines — stays where its author put it; the contents beside it link to each section on GitHub.

UI/UX Patterns -- Design Translation Patterns

Prerequisite skills: unity-ui (UI Toolkit API, USS/UXML, data binding), unity-async-patterns (async transitions, cancellation), unity-game-architecture (events, Service Locator)

Claude builds UI as monolithic scripts mixing data fetching, display, and animation. Works for one screen, unmaintainable when a designer adds transitions, dynamic lists, or multiple screens. These patterns separate structure from behavior, make screens composable, and keep juice designer-configurable.


PATTERN: Screen Flow Architecture

DESIGN INTENT: Game has multiple screens (MainMenu, Settings, Inventory, HUD, PauseMenu) with navigation flows and back-button support.

WRONG:

// One MonoBehaviour per screen with direct references -- breaks on every new screen
public class MainMenu : MonoBehaviour
{
    [SerializeField] private GameObject settingsPanel;
    [SerializeField] private GameObject inventoryPanel;

    public void OnSettingsClicked()
    {
        gameObject.SetActive(false);
        settingsPanel.SetActive(true); // Direct coupling
    }

    public void OnBackFromSettings()
    {
        settingsPanel.SetActive(false);
        gameObject.SetActive(true); // Every screen knows every other screen
    }
}

RIGHT: ScreenManager with stack-based navigation (push/pop). Each screen implements IScreen with ShowAsync/HideAsync. Screens loaded from UXML templates via UIDocument. Navigation decoupled from screen logic -- screens never reference each other.

SCAFFOLD:

using System;
using System.Threading;
using UnityEngine;
using UnityEngine.UIElements;

/// <summary>
/// Contract for all navigable screens.
/// </summary>
public interface IScreen
{
    /// <summary>Display name used for debugging and stack inspection.</summary>
    string ScreenName { get; }

    /// <summary>Transition the screen into view.</summary>
    Awaitable ShowAsync(CancellationToken ct);

    /// <summary>Transition the screen out of view.</summary>
    Awaitable HideAsync(CancellationToken ct);
}

/// <summary>
/// Stack-based screen navigator. Push screens to go forward, pop to go back.
/// </summary>
public class ScreenManager : MonoBehaviour
{
    [SerializeField] private UIDocument uiDocument;

    private readonly System.Collections.Generic.Stack<IScreen> _screenStack = new();
    private bool _isTransitioning;

    public static ScreenManager Instance { get; private set; }

    [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
    static void ResetStatic() => Instance = null;

    void Awake()
    {
        if (Instance != null) { Destroy(gameObject); return; }
        Instance = this;
    }

    /// <summary>Push a new screen onto the stack, hiding the current one.</summary>
    public async Awaitable PushAsync(IScreen screen)
    {
        if (_isTransitioning) return;
        _isTransitioning = true;

        var ct = destroyCancellationToken;

        if (_screenStack.TryPeek(out var current))
        {
            await current.HideAsync(ct);
        }

        _screenStack.Push(screen);
        await screen.ShowAsync(ct);

        _isTransitioning = false;
    }

    /// <summary>Pop the current screen and reveal the one beneath it.</summary>
    public async Awaitable PopAsync()
    {
        if (_isTransitioning || _screenStack.Count <= 1) return;
        _isTransitioning = true;

        var ct = destroyCancellationToken;
        var leaving = _screenStack.Pop();
        await leaving.HideAsync(ct);

        if (_screenStack.TryPeek(out var revealed))
        {
            await revealed.ShowAsync(ct);
        }

        _isTransitioning = false;
    }
}

Read the full file on GitHub · 748 lines

Files

What ships with it

1 file 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. 1mo ago First seen · 748 lines · 78 tokens per session scan A 51a0fb1ab5bd

Subscribe to this mod's changes

unity-ui-patterns is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (23 stars, last pushed 3mo ago), licensed MIT. It adds 78 tokens to every session and 5,531 once invoked, about $0.0003 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 100% identical to unity-ui-patterns, differing in 0 lines, and is treated as a copy.

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