tools-unity-ugui

tools-unity-ugui is a skill for Claude Code from tjboudreaux/cc-plugin-unity-gamedev. It costs 22 tokens per session (2,972 once invoked), scanned A, a copy of tools-unity-ugui, MIT.

A collection of patterns for Unity uGUI, Unity’s built-in system for drawing interactive game interfaces. It covers canvases, scrolling lists, dialogs, inventories, shops, HUDs, health bars, and floating text.

In plain words
What is it for?
Use it to organize canvases by update frequency, build menus and HUDs, optimize scrolling lists, create modal dialogs, and display mobile-friendly game information.
Why use it?
It helps reduce unnecessary UI rebuilding, which can make games slower, especially on phones. It also addresses efficient handling of lists and frequently changing interface elements.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the unity-gamedev plugin — 21 skills shipped together

Good fit Use it to organize canvases by update frequency, build menus and HUDs, optimize scrolling lists, create modal dialogs, and display mobile-friendly game information.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-ugui
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 tjboudreaux/cc-plugin-unity-gamedev --skill tools-unity-ugui
Clone the repo
git clone --depth 1 https://github.com/tjboudreaux/cc-plugin-unity-gamedev

Made for: Claude Code.

Or install unity-gamedev, the plugin that ships this one along with the rest of its 21 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 tools-unity-ugui

README.md
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Your own site
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Your own site · 80×15
<a href="https://agentmods.dev/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-ugui"><img src="https://agentmods.dev/badge/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-ugui.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 22 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,972 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 $0.00022 $0.02972
Opus 5.5 $0.00009 $0.01189
Sonnet 5.5 $0.00004 $0.00594
Haiku 4.5 $0.00002 $0.00297

Measured 2mo ago against content hash 2756b64f3076, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

tools-unity-ugui 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 2mo 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 tools-unity-ugui — 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.

skills/tools-unity-ugui/SKILL.md · 519 lines

How it starts

The opening of the file, as written. The whole thing — 519 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity uGUI

Overview

Unity's uGUI system provides flexible UI but requires careful optimization to maintain performance, especially on mobile devices.

When to Use

  • Game menus and HUD
  • Inventory and shop screens
  • Scrolling lists
  • Modal dialogs
  • Health bars and floating text

Canvas Optimization

Canvas Splitting

// WRONG: Everything on one canvas
// Every change causes full rebuild

// RIGHT: Split by update frequency
public class CanvasOrganizer : MonoBehaviour
{
    [Header("Static UI - Never changes")]
    [SerializeField] private Canvas _staticCanvas;  // Background, frames
    
    [Header("Semi-Dynamic - Changes occasionally")]
    [SerializeField] private Canvas _dynamicCanvas; // Buttons, icons
    
    [Header("Highly Dynamic - Changes every frame")]
    [SerializeField] private Canvas _hudCanvas;     // Health, mana, timers
    
    private void Start()
    {
        // Static canvas doesn't need updates
        _staticCanvas.GetComponent<GraphicRaycaster>().enabled = false;
    }
}

Canvas Group for Visibility

public class UIPanel : MonoBehaviour
{
    private CanvasGroup _canvasGroup;
    
    private void Awake()
    {
        _canvasGroup = GetComponent<CanvasGroup>();
    }
    
    // BETTER than SetActive - doesn't rebuild canvas
    public void Show()
    {
        _canvasGroup.alpha = 1f;
        _canvasGroup.interactable = true;
        _canvasGroup.blocksRaycasts = true;
    }
    
    public void Hide()
    {
        _canvasGroup.alpha = 0f;
        _canvasGroup.interactable = false;
        _canvasGroup.blocksRaycasts = false;
    }
    
    public async UniTask FadeIn(float duration)
    {
        _canvasGroup.interactable = true;
        _canvasGroup.blocksRaycasts = true;
        
        float elapsed = 0;
        while (elapsed < duration)
        {
            elapsed += Time.unscaledDeltaTime;
            _canvasGroup.alpha = elapsed / duration;
            await UniTask.Yield();
        }
        _canvasGroup.alpha = 1f;
    }
}

Read the full file on GitHub · 519 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. 2mo ago First seen · 519 lines · 22 tokens per session scan A 2756b64f3076

Subscribe to this mod's changes

tools-unity-ugui is a skill published in the GitHub repository tjboudreaux/cc-plugin-unity-gamedev (16 stars, last pushed 9mo ago), licensed MIT. It adds 22 tokens to every session and 2,972 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 100% identical to tools-unity-ugui, differing in 0 lines, and is treated as a copy.

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