uw-ui-toolkit-binder

uw-ui-toolkit-binder is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 177 tokens per session (3,187 once invoked), scanned A, a copy of uw-ui-toolkit-binder, MIT.

A guide for connecting Unity UI Toolkit screens to application data using the Model-View-ViewModel pattern. UI Toolkit is Unity’s system for building interfaces with structured markup and styles.

In plain words
What is it for?
Use it to create data-bound Unity interfaces such as health bars, menus, inventories, settings panels, and other screens built with UI Toolkit.
Why use it?
It helps keep menus, HUDs, inventories, and settings screens connected to changing data without manually updating every visual element.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to create data-bound Unity interfaces such as health bars, menus, inventories, settings panels, and other screens built with UI Toolkit.

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

README.md
[![agentmods](https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/uw-ui-toolkit-binder/github.svg)](https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/uw-ui-toolkit-binder)
Your own site
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/uw-ui-toolkit-binder"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/uw-ui-toolkit-binder/github.svg" alt="Measured on agentmods" height="20"></a>

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 uw-ui-toolkit-binder

Your own site · 80×15
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/uw-ui-toolkit-binder"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/uw-ui-toolkit-binder.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 177 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,187 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 $0.00177 $0.03187
Opus 5 $0.00088 $0.01594
Sonnet 5 $0.00035 $0.00637
Haiku 4.5 $0.00018 $0.00319

Measured 7d ago against content hash 0dc7fdc250e7, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

uw-ui-toolkit-binder 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 7d 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 uw-ui-toolkit-binder — 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/uw-ui-toolkit-binder/SKILL.md · 380 lines

How it starts

The opening of the file, as written. The whole thing — 380 lines — stays where its author put it; the contents beside it link to each section on GitHub.

UI Toolkit Binder

Generate MVVM UI code using Unity 6's Runtime Data Binding.

Before You Start

  1. Read docs/ProjectConfig.yaml for:
    • ui_system — must be "UIToolkit" or "Mixed". If "UGUI", this skill does not apply.
    • architecture_pattern"so-first" or "di-first" (affects how ViewModels get their data).
    • mcp.unity_mcp — if true, call refresh_unity after creating files.
  2. Read docs/NAMING_CONVENTIONS.md — UXML files use PascalCase (e.g., PlayerHUD.uxml), USS files match (e.g., PlayerHUD.uss).
  3. Read docs/CODING_STANDARDS.md — class structure order, serialization rules, async patterns apply to ViewModels.
  4. If UI motion/animation is needed, check docs/GFD_Template.md for guidelines and use uw-game-feel-integrator for tween integration.

When to Use UI Toolkit vs uGUI

Use Case Recommended Why
Menus, settings, inventories, data-heavy UI UI Toolkit Batched rendering, no GameObject overhead, CSS-like styling
Animated in-game HUD, world-space UI uGUI Easier world-space Canvas, mature animation workflow
Complex project with both Hybrid UI Toolkit for menus, uGUI for in-game HUD

If ProjectConfig.yaml -> ui_system is "UGUI", stop here — use uGUI patterns instead.

Architecture

Model (Data/SO) --> ViewModel ([CreateProperty] MonoBehaviour) --> View (UXML + USS)
  • Model: Game data — ScriptableObjects, runtime state, network state. The ViewModel reads from these.
  • ViewModel: A MonoBehaviour with [CreateProperty] on properties. This is the binding source. It bridges game data to UI elements without the View knowing about game logic.
  • View: UXML defines layout, USS defines styling. Bound to ViewModel properties via DataBinding in a controller script.

File Structure

For a feature called PlayerHUD inside a feature module:

Features/PlayerHUD/
├── Scripts/
│   ├── {RootNamespace}.PlayerHUD.asmdef
│   ├── PlayerHUDViewModel.cs
│   └── PlayerHUDController.cs
├── UI/
│   ├── PlayerHUD.uxml
│   └── PlayerHUD.uss
└── Tests/
    └── {RootNamespace}.PlayerHUD.Tests.asmdef

Read the full file on GitHub · 380 lines

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. 7d ago First seen · 380 lines · 177 tokens per session scan A 0dc7fdc250e7

Subscribe to this mod's changes

uw-ui-toolkit-binder is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (19 stars, last pushed 2mo ago), licensed MIT. It adds 177 tokens to every session and 3,187 once invoked, about $0.0009 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to uw-ui-toolkit-binder, differing in 0 lines, and is treated as a copy.

Related

Other skills, from other repositories

accessibility

Audits code for WCAG 2.2 AA compliance and provides design guidance for accessible components. Covers semantic HTML, ARIA, keyboard nav, contrast, focus management, and motion.

RealDougEubanks/ClaudeMarketplace · 41 tokens

design-tokens

This skill should be used when a user wants to scaffold or refactor a design token system — e.g. "set up design tokens", "create a design system foundation", "extract these hardcoded colors into tokens", "add a type scale", "theming setup", or "dark mode tokens". It produces a single source of truth for color, type…

TimboGP/timbogp-marketplace · 98 tokens

interaction-feedback

This skill should be used when the user wants clear visual feedback for async actions and state changes — triggers like "add loading and error states", "show a success message", "add a toast/notification", "inline form validation", "optimistic UI", "empty state for this list", "this button gives no feedback", or "add…

TimboGP/timbogp-marketplace · 103 tokens

migrate-bootstrap

Migrates a traditional Power Pages site from Bootstrap 3 to Bootstrap 5. Downloads the site, runs the pac pages bootstrap-migrate engine, reviews the change report, applies AI-assisted fixes for the residual hierarchy/CSS changes the engine only flags, uploads the migrated site (which auto-enables the Bootstrap 5…

microsoft/power-platform-skills · 116 tokens

cesiumjs-models-particles

CesiumJS models, glTF, and particle effects - Model, KHRmeshoptcompression, CAD glTF extensions, EdgeDisplayMode, ModelAnimation, ModelNode, ParticleSystem, emitters, GPM extensions. Use when loading compressed or CAD-style glTF/GLB models, controlling edge rendering, playing model animations, positioning particles…

CesiumGS/cesiumjs-skills · 87 tokens

cesiumjs-materials-shaders

CesiumJS materials and post-processing — Material, Fabric JSON, MaterialAppearance, ImageBasedLighting, PostProcessStage, PostProcessStageLibrary, bloom, depth of field, ambient occlusion, FXAA, tonemapping, BlendingState. Use when defining Fabric materials for entities or primitives, configuring PBR image-based…

CesiumGS/cesiumjs-skills · 83 tokens