unity-ui-patterns

unity-ui-patterns is a skill for Claude Code, Codex from Nice-Wolf-Studio/unity-claude-skills. It costs 78 tokens per session (5,531 once invoked), scanned A, original, MIT.

A set of Unity 6.3 UI design-to-code patterns using UI Toolkit, Unity’s interface-building system. It covers screen navigation, separating display from data, game HUDs, feedback effects, dynamic lists, and transitions.

In plain words
What is it for?
Use it when designing or implementing Unity menus, settings, inventories, HUDs, pause screens, transitions, or reusable UI components.
Why use it?
It helps keep game interfaces maintainable as screens, animations, lists, and navigation become more complex.

Skill for Claude CodeCodex

Part of the unity plugin — 35 skills shipped together

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/nice-wolf-studio/unity-claude-skills/unity-ui-patterns
Any agent
npx skills add Nice-Wolf-Studio/unity-claude-skills --skill unity-ui-patterns
Clone the repo
git clone --depth 1 https://github.com/Nice-Wolf-Studio/unity-claude-skills

Made for: Claude Code, Codex.

Or install unity, the plugin that ships this one along with the rest of its 35 skills.

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/nice-wolf-studio/unity-claude-skills/unity-ui-patterns.svg)](https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-ui-patterns)
Your own site
<a href="https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-ui-patterns"><img src="https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/unity-ui-patterns.svg" alt="Measured on agentmods" 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. 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 5.1 $0.00078 $0.05531
Opus 5 $0.00039 $0.02766
Sonnet 5 $0.00016 $0.01106
Haiku 4.5 $0.00008 $0.00553

Measured 5d ago against content hash 51a0fb1ab5bd, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-05, 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 5d 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

Copies of this mod

1 near-identical copy found in the catalogue:

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. 5d 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 Nice-Wolf-Studio/unity-claude-skills (30 stars, last pushed 1mo ago), licensed MIT. It adds 78 tokens to every session and 5,531 once invoked, about $0.0004 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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