Unity Game UI Toolkit Design Skill
SkillMediaGame UI design using Unity's UI Toolkit (USS/UXML/Flexbox). Includes game UI elements like HUD, health bars, inventory, skill bars, PanelSettings scaling, and Safe Area support. Use when: game UI design, HUD creation, USS/UXML styling, Flexbox layout, PanelSettings configuration
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A skill for game UI design using Unity's UI Toolkit (USS/UXML/Flexbox). This comprehensive game UI design guide covers implementation patterns for game UI elements like HUD, health bars, inventory, dialogs, screen scaling with PanelSettings, and Safe Area support.
Overview
UI Toolkit is Unity's next-generation UI system that builds UIs with an approach similar to web technologies (HTML/CSS).
| Feature | Details |
|---|---|
| Layout Engine | Yoga (CSS Flexbox subset implementation) |
| Styling | USS (Unity Style Sheets, CSS-like) |
| Markup | UXML (HTML-like) |
| Supported Version | Unity 2021.2+ (Unity 6.0+ recommended) |
| Use Cases | Game UI, Editor extensions |
Game UI Types
Game UIs are classified into 4 types based on purpose and presentation method. Before starting implementation, clarify which type your UI belongs to.
1. Diegetic
UI that physically exists within the game world. Characters can also perceive it.
| Example | Game |
|---|---|
| HP bar on suit's back | Dead Space |
| Car dashboard | Racing Games |
| Ammo count on weapon | Metro Exodus |
| Handheld map | Far Cry 2 |
<!-- UXML - Diegetic UI (placed in 3D space) -->
<ui:VisualElement class="diegetic-display">
<ui:VisualElement class="diegetic-display__screen">
<ui:Label class="diegetic-display__value" text="87" />
<ui:Label class="diegetic-display__unit" text="%" />
</ui:VisualElement>
</ui:VisualElement>
2. Non-Diegetic
Screen overlay. Pure player-facing information that characters cannot perceive.
| Example | Placement |
|---|---|
| HP bar | Top-left |
| Minimap | Top-right |
| Skill bar | Bottom-center |
| Quest objectives | Right side |
<!-- UXML - Non-Diegetic HUD structure -->
<ui:VisualElement class="hud">
<!-- Top-left: Player status -->
<ui:VisualElement class="hud__top-left">
<ui:VisualElement class="health-bar" />
<ui:VisualElement class="mana-bar" />
</ui:VisualElement>
<!-- Top-right: Minimap -->
<ui:VisualElement class="hud__top-right">
<ui:VisualElement class="minimap" />
</ui:VisualElement>
<!-- Bottom-center: Action bar -->
<ui:VisualElement class="hud__bottom-center">
<ui:VisualElement class="action-bar" />
</ui:VisualElement>
</ui:VisualElement>
3. Spatial
UI that exists within the game world but characters cannot perceive.
| Example |
|---|
| HP bar above enemy's head |
| NPC name display |
| Interactable object icons |
| Path guide lines |
4. Meta
Expresses game state through screen effects. Not direct UI elements.
| Example | Representation |
|---|---|
| Damage | Red vignette at screen edges |
| Low HP | Red pulse across entire screen |
| Status effects | Screen distortion/color changes |
| Underwater | Blue overlay |
/* USS - Meta effect */
.meta-overlay {
position: absolute;
left: 0;
top: 0;
right: 0;
bottom: 0;
background-color: rgba(255, 0, 0, 0);
transition-duration: 0.3s;
}
.meta-overlay--damage {
background-color: rgba(255, 0, 0, 0.3);
}
.meta-overlay--low-health {
/* Pulse animation */
}
HUD Screen Layout
Game HUDs have established placement conventions. Players unconsciously expect this layout.
┌─────────────────────────────────────────────────────┐
│ [HP/MP/Status] [Minimap/Compass] │
│ [Buff/Debuff icons] [Quest Objectives]│
│ │
│ Game Screen │
│ (Focus Area) │
│ │
│ [Chat] │
│ [Log/Notifications] [Skill Bar/Items] [Quick Slots]│
└─────────────────────────────────────────────────────┘
Placement Principles
| Area | Elements | Reason |
|---|---|---|
| Top-left | HP, MP, Stamina | Most important status, gaze naturally goes there |
| Top-right | Minimap, Compass | Navigation info, frequently checked |
| Bottom-center | Skill bar, Action bar | Feels close to hands, corresponds to keyboard layout |
| Bottom-right | Inventory, Quick slots | Secondary info, affinity with mouse operation |
| Bottom-left | Chat, Log | Text info, social elements |
| Right side vertical | Quest objectives, Notifications | Additional info, temporary display |
| Screen center | Avoid | Don't obstruct gameplay visibility |
/* USS - HUD grid layout */
.hud {
position: absolute;
left: 0;
top: 0;
right: 0;
bottom: 0;
}
.hud__top-left {
position: absolute;
left: 16px;
top: 16px;
}
.hud__top-right {
position: absolute;
right: 16px;
top: 16px;
}
.hud__bottom-center {
position: absolute;
left: 50%;
bottom: 16px;
translate: -50% 0;
}
.hud__bottom-left {
position: absolute;
left: 16px;
bottom: 16px;
}
.hud__bottom-right {
position: absolute;
right: 16px;
bottom: 80px; /* Above action bar */
}
.hud__right-side {
position: absolute;
right: 16px;
top: 200px;
width: 250px;
}
Quick Start
Basic UIDocument Setup
// 1. Create GameObject with UIDocument
mcp__unity-mcp-server__create_gameobject({
name: "UIManager"
})
// 2. Add UIDocument component
mcp__unity-mcp-server__add_component({
gameObjectPath: "/UIManager",
componentType: "UIDocument"
})
// 3. Configure PanelSettings
mcp__unity-mcp-server__set_component_field({
gameObjectPath: "/UIManager",
componentType: "UIDocument",
fieldPath: "panelSettings",
valueType: "objectReference",
objectReference: {
assetPath: "Assets/UI/PanelSettings.asset"
}
})
Core Concepts
1. PanelSettings (Screen Scaling)
PanelSettings is equivalent to uGUI's Canvas Scaler and controls UI scaling based on screen size.
Scale Mode List
| Mode | Use Case | Features |
|---|---|---|
| Constant Pixel Size | Desktop | 1:1 pixel correspondence (default) |
| Constant Physical Size | Multi-DPI | DPI independent, constant physical size |
| Scale With Screen Size | Mobile | Scales relative to reference resolution |
Scale With Screen Size Settings
// PanelSettings configuration example
[CreateAssetMenu(menuName = "UI/Panel Settings")]
public class ResponsivePanelSettings : ScriptableObject
{
// Create PanelSettings asset and configure:
// Scale Mode: Scale With Screen Size
// Reference Resolution: 1080 x 1920 (Portrait) or 1920 x 1080 (Landscape)
// Screen Match Mode: Match Width Or Height
// Match: 0 (Width priority for Portrait) / 1 (Height priority for Landscape)
}
Runtime Match Switching
// OrientationScaleHandler.cs
using UnityEngine;
using UnityEngine.UIElements;
public class OrientationScaleHandler : MonoBehaviour
{
[SerializeField] private PanelSettings panelSettings;
private ScreenOrientation lastOrientation;
void Update()
{
if (Screen.orientation != lastOrientation)
{
bool isPortrait = Screen.height > Screen.width;
panelSettings.match = isPortrait ? 0f : 1f;
lastOrientation = Screen.orientation;
}
}
}
2. Flexbox Layout
UI Toolkit uses the Yoga (Flexbox) layout engine. Web developers will find this CSS layout model familiar.
flex-direction
/* USS - Vertical layout (default) */
.vertical-container {
flex-direction: column;
}
/* USS - Horizontal layout */
.horizontal-container {
flex-direction: row;
}
flex-grow / flex-shrink / flex-basis
/* USS - Equal distribution */
.equal-child {
flex-grow: 1;
flex-basis: 0; /* Ignore content size for equal distribution */
}
/* USS - Fixed size + flexible */
.fixed-header {
flex-grow: 0;
flex-shrink: 0;
height: 60px;
}
.flexible-content {
flex-grow: 1;
flex-shrink: 1;
}
Percentage-based Sizing
/* USS - Responsive sizing */
.responsive-panel {
width: 80%;
height: 100%;
max-width: 600px;
}
.half-width {
width: 50%;
}
align-items / justify-content
/* USS - Center alignment */
.center-container {
align-items: center; /* Cross-axis center */
justify-content: center; /* Main-axis center */
}
/* USS - Space between + equal spacing */
.space-between-container {
justify-content: space-between;
}
/* USS - End alignment */
.end-aligned {
align-items: flex-end;
justify-content: flex-end;
}
3. USS (Unity Style Sheets)
Define styles with CSS-like syntax.
Basic Syntax
/* USS - Selector types */
.class-selector { } /* Class selector */
#name-selector { } /* Name selector */
Button { } /* Type selector */
.parent > .child { } /* Direct child selector */
.parent .descendant { } /* Descendant selector */
.element:hover { } /* Pseudo-class */
BEM Naming Convention
/* Block */
.menu { }
/* Element */
.menu__item { }
.menu__title { }
/* Modifier */
.menu--horizontal { }
.menu__item--active { }
.menu__item--disabled { }
4. UXML (UI Markup Language)
Define UI structure with HTML-like syntax.
<?xml version="1.0" encoding="utf-8"?>
<ui:UXML xmlns:ui="UnityEngine.UIElements">
<ui:VisualElement class="root">
<ui:VisualElement class="header">
<ui:Label text="Title" class="header__title" />
</ui:VisualElement>
<ui:VisualElement class="content">
<ui:ScrollView class="content__scroll">
<ui:VisualElement class="content__list">
<!-- Dynamic items -->
</ui:VisualElement>
</ui:ScrollView>
</ui:VisualElement>
<ui:VisualElement class="footer">
<ui:Button text="Action" class="footer__button" />
</ui:VisualElement>
</ui:VisualElement>
</ui:UXML>
Mobile Responsive Design
Responsive Layout Structure
/* USS - Mobile responsive basic structure */
.root {
flex-grow: 1;
flex-direction: column;
}
.header {
flex-shrink: 0;
height: 60px;
flex-direction: row;
align-items: center;
padding: 0 16px;
}
.content {
flex-grow: 1;
flex-shrink: 1;
}
.footer {
flex-shrink: 0;
height: 80px;
flex-direction: row;
align-items: center;
justify-content: center;
padding: 0 16px;
}
Safe Area Support
UI Toolkit requires coordinate system conversion (Screen.safeArea uses bottom-left origin, UI Toolkit uses top-left origin).
// SafeAreaController.cs
using UnityEngine;
using UnityEngine.UIElements;
public class SafeAreaController : MonoBehaviour
{
private UIDocument uiDocument;
private VisualElement safeAreaContainer;
private Rect lastSafeArea;
void Start()
{
uiDocument = GetComponent<UIDocument>();
safeAreaContainer = uiDocument.rootVisualElement.Q<VisualElement>("safe-area");
ApplySafeArea();
}
void Update()
{
if (Screen.safeArea != lastSafeArea)
{
ApplySafeArea();
}
}
void ApplySafeArea()
{
Rect safeArea = Screen.safeArea;
lastSafeArea = safeArea;
// Convert to UI Toolkit coordinate system (top-left origin)
float left = safeArea.x;
float right = Screen.width - (safeArea.x + safeArea.width);
float top = Screen.height - (safeArea.y + safeArea.height);
float bottom = safeArea.y;
// Consider PanelSettings scale
var panelSettings = uiDocument.panelSettings;
float scale = GetCurrentScale(panelSettings);
safeAreaContainer.style.paddingLeft = left / scale;
safeAreaContainer.style.paddingRight = right / scale;
safeAreaContainer.style.paddingTop = top / scale;
safeAreaContainer.style.paddingBottom = bottom / scale;
}
float GetCurrentScale(PanelSettings settings)
{
// Calculate scale for Scale With Screen Size
if (settings.scaleMode == PanelScaleMode.ScaleWithScreenSize)
{
var refRes = settings.referenceResolution;
float widthRatio = Screen.width / refRes.x;
float heightRatio = Screen.height / refRes.y;
return Mathf.Lerp(widthRatio, heightRatio, settings.match);
}
return 1f;
}
}
/* USS - Safe Area container */
#safe-area {
flex-grow: 1;
/* padding is set dynamically from C# */
}
Dynamic Layout Switching (Media Query Alternative)
UI Toolkit doesn't support CSS @media queries, so switch styles dynamically with C#.
// ResponsiveLayoutController.cs
using UnityEngine;
using UnityEngine.UIElements;
public class ResponsiveLayoutController : MonoBehaviour
{
private UIDocument uiDocument;
private VisualElement root;
private bool wasPortrait;
void Start()
{
uiDocument = GetComponent<UIDocument>();
root = uiDocument.rootVisualElement;
ApplyOrientationLayout();
}
void Update()
{
bool isPortrait = Screen.height > Screen.width;
if (isPortrait != wasPortrait)
{
ApplyOrientationLayout();
wasPortrait = isPortrait;
}
}
void ApplyOrientationLayout()
{
bool isPortrait = Screen.height > Screen.width;
root.RemoveFromClassList("landscape");
root.RemoveFromClassList("portrait");
root.AddToClassList(isPortrait ? "portrait" : "landscape");
// Layout based on screen width
float screenWidth = Screen.width;
root.RemoveFromClassList("narrow");
root.RemoveFromClassList("wide");
if (screenWidth < 600)
{
root.AddToClassList("narrow");
}
else
{
root.AddToClassList("wide");
}
}
}
/* USS - Orientation-based styles */
.portrait .sidebar {
display: none;
}
.landscape .sidebar {
display: flex;
width: 250px;
}
/* USS - Screen width-based styles */
.narrow .content__grid {
flex-direction: column;
}
.wide .content__grid {
flex-direction: row;
flex-wrap: wrap;
}
.narrow .card {
width: 100%;
}
.wide .card {
width: 48%;
margin: 1%;
}
Game UI Elements Implementation
1. Health Bar / Resource Bar
<!-- UXML - Health bar -->
<ui:VisualElement class="resource-bar health-bar">
<ui:VisualElement class="resource-bar__background">
<ui:VisualElement class="resource-bar__fill" name="health-fill" />
<ui:VisualElement class="resource-bar__delayed-fill" name="health-delayed" />
</ui:VisualElement>
<ui:Label class="resource-bar__text" name="health-text" text="100/100" />
</ui:VisualElement>
/* USS - Resource bar */
.resource-bar {
width: 200px;
height: 24px;
flex-direction: row;
align-items: center;
}
.resource-bar__background {
flex-grow: 1;
height: 100%;
background-color: rgba(0, 0, 0, 0.5);
border-radius: 4px;
overflow: hidden;
}
.resource-bar__fill {
position: absolute;
left: 0;
top: 0;
bottom: 0;
width: 100%;
background-color: #e74c3c;
transition-duration: 0.2s;
}
.resource-bar__delayed-fill {
position: absolute;
left: 0;
top: 0;
bottom: 0;
width: 100%;
background-color: #c0392b;
transition-duration: 0.5s;
transition-delay: 0.3s;
}
.resource-bar__text {
position: absolute;
left: 0;
right: 0;
-unity-text-align: middle-center;
color: white;
font-size: 12px;
text-shadow: 1px 1px 2px black;
}
/* Variations */
.mana-bar .resource-bar__fill {
background-color: #3498db;
}
.stamina-bar .resource-bar__fill {
background-color: #2ecc71;
}
.xp-bar .resource-bar__fill {
background-color: #9b59b6;
}
// ResourceBarController.cs
public class ResourceBarController
{
private VisualElement fill;
private VisualElement delayedFill;
private Label text;
public void SetValue(float current, float max)
{
float percent = current / max;
fill.style.width = Length.Percent(percent * 100);
delayedFill.style.width = Length.Percent(percent * 100);
text.text = $"{(int)current}/{(int)max}";
}
}
2. Skill Cooldown
<!-- UXML - Skill slot -->
<ui:VisualElement class="skill-slot">
<ui:VisualElement class="skill-slot__icon" />
<ui:VisualElement class="skill-slot__cooldown-overlay" name="cooldown-overlay" />
<ui:Label class="skill-slot__cooldown-text" name="cooldown-text" />
<ui:Label class="skill-slot__keybind" text="Q" />
</ui:VisualElement>
/* USS - Skill slot */
.skill-slot {
width: 64px;
height: 64px;
margin: 4px;
background-color: rgba(0, 0, 0, 0.6);
border-width: 2px;
border-color: #555;
border-radius: 8px;
}
.skill-slot__icon {
position: absolute;
left: 4px;
top: 4px;
right: 4px;
bottom: 4px;
background-image: resource("Icons/skill_placeholder");
}
.skill-slot__cooldown-overlay {
position: absolute;
left: 0;
top: 0;
right: 0;
bottom: 0;
background-color: rgba(0, 0, 0, 0.7);
/* Circular mask implemented with shader */
}
.skill-slot__cooldown-text {
position: absolute;
left: 0;
right: 0;
top: 50%;
translate: 0 -50%;
-unity-text-align: middle-center;
font-size: 20px;
color: white;
-unity-font-style: bold;
}
.skill-slot__keybind {
position: absolute;
right: 2px;
bottom: 2px;
font-size: 12px;
color: #aaa;
background-color: rgba(0, 0, 0, 0.5);
padding: 2px 4px;
border-radius: 2px;
}
.skill-slot--ready {
border-color: #f39c12;
}
.skill-slot--active {
border-color: #2ecc71;
border-width: 3px;
}
3. Inventory Grid
<!-- UXML - Inventory -->
<ui:VisualElement class="inventory-panel">
<ui:VisualElement class="inventory-panel__header">
<ui:Label text="Inventory" class="inventory-panel__title" />
<ui:Button class="inventory-panel__close" text="×" />
</ui:VisualElement>
<ui:VisualElement class="inventory-panel__grid" name="inventory-grid">
<!-- Dynamically generated -->
</ui:VisualElement>
<ui:VisualElement class="inventory-panel__footer">
<ui:Label name="gold-label" text="Gold: 0" />
<ui:Label name="weight-label" text="Weight: 0/100" />
</ui:VisualElement>
</ui:VisualElement>
/* USS - Inventory */
.inventory-panel {
width: 400px;
background-color: rgba(20, 20, 30, 0.95);
border-width: 2px;
border-color: #444;
border-radius: 8px;
}
.inventory-panel__header {
height: 40px;
flex-direction: row;
align-items: center;
justify-content: space-between;
padding: 0 12px;
background-color: rgba(0, 0, 0, 0.3);
border-bottom-width: 1px;
border-bottom-color: #333;
}
.inventory-panel__grid {
flex-direction: row;
flex-wrap: wrap;
padding: 8px;
}
.inventory-slot {
width: 48px;
height: 48px;
margin: 2px;
background-color: rgba(0, 0, 0, 0.4);
border-width: 1px;
border-color: #333;
border-radius: 4px;
}
.inventory-slot:hover {
border-color: #666;
background-color: rgba(255, 255, 255, 0.1);
}
.inventory-slot--selected {
border-color: #f39c12;
border-width: 2px;
}
.inventory-slot__icon {
position: absolute;
left: 4px;
top: 4px;
right: 4px;
bottom: 12px;
}
.inventory-slot__count {
position: absolute;
right: 2px;
bottom: 2px;
font-size: 10px;
color: white;
background-color: rgba(0, 0, 0, 0.6);
padding: 1px 3px;
border-radius: 2px;
}
/* Item rarity */
.inventory-slot--common { border-color: #aaa; }
.inventory-slot--uncommon { border-color: #2ecc71; }
.inventory-slot--rare { border-color: #3498db; }
.inventory-slot--epic { border-color: #9b59b6; }
.inventory-slot--legendary { border-color: #f39c12; }
4. Damage Numbers (Floating Text)
// DamageNumberController.cs
using UnityEngine;
using UnityEngine.UIElements;
public class DamageNumberController : MonoBehaviour
{
[SerializeField] private UIDocument uiDocument;
[SerializeField] private VisualTreeAsset damageNumberTemplate;
public void SpawnDamageNumber(Vector3 worldPos, int damage, DamageType type)
{
var root = uiDocument.rootVisualElement;
var damageLabel = damageNumberTemplate.Instantiate();
var label = damageLabel.Q<Label>("damage-text");
label.text = damage.ToString();
// Style based on damage type
switch (type)
{
case DamageType.Critical:
label.AddToClassList("damage-number--critical");
label.text = damage.ToString() + "!";
break;
case DamageType.Heal:
label.AddToClassList("damage-number--heal");
label.text = "+" + damage.ToString();
break;
}
// Convert world coordinates to screen coordinates
Vector2 screenPos = Camera.main.WorldToScreenPoint(worldPos);
// Convert to UI Toolkit coordinate system (Y-axis inverted)
float uiY = Screen.height - screenPos.y;
damageLabel.style.position = Position.Absolute;
damageLabel.style.left = screenPos.x;
damageLabel.style.top = uiY;
root.Add(damageLabel);
// Remove after animation
damageLabel.schedule.Execute(() => {
damageLabel.RemoveFromHierarchy();
}).ExecuteLater(1000);
}
}
/* USS - Damage numbers */
.damage-number {
position: absolute;
font-size: 24px;
color: white;
-unity-font-style: bold;
text-shadow: 2px 2px 4px black;
transition-property: translate, opacity;
transition-duration: 1s;
translate: 0 0;
opacity: 1;
}
.damage-number--animate {
translate: 0 -50px;
opacity: 0;
}
.damage-number--critical {
font-size: 36px;
color: #e74c3c;
}
.damage-number--heal {
color: #2ecc71;
}
.damage-number--miss {
color: #888;
font-size: 18px;
}
5. Minimap
<!-- UXML - Minimap -->
<ui:VisualElement class="minimap">
<ui:VisualElement class="minimap__frame">
<ui:VisualElement class="minimap__content" name="minimap-content">
<!-- RenderTexture set as background -->
</ui:VisualElement>
<ui:VisualElement class="minimap__player-icon" />
<ui:VisualElement class="minimap__markers" name="minimap-markers">
<!-- Dynamic markers -->
</ui:VisualElement>
</ui:VisualElement>
<ui:VisualElement class="minimap__compass">
<ui:Label text="N" class="minimap__compass-label" />
</ui:VisualElement>
</ui:VisualElement>
/* USS - Minimap */
.minimap {
width: 180px;
height: 180px;
}
.minimap__frame {
width: 100%;
height: 100%;
border-radius: 90px; /* Circular */
border-width: 3px;
border-color: rgba(0, 0, 0, 0.8);
overflow: hidden;
}
.minimap__content {
width: 100%;
height: 100%;
/* RenderTexture set from C# */
}
.minimap__player-icon {
position: absolute;
left: 50%;
top: 50%;
width: 12px;
height: 12px;
translate: -50% -50%;
background-color: #3498db;
border-radius: 6px;
border-width: 2px;
border-color: white;
}
.minimap__marker {
position: absolute;
width: 8px;
height: 8px;
border-radius: 4px;
}
.minimap__marker--enemy {
background-color: #e74c3c;
}
.minimap__marker--quest {
background-color: #f39c12;
}
.minimap__marker--poi {
background-color: #2ecc71;
}
6. Dialog System
Shortened here. Read the whole file on GitHub.
Signals
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- Sep 2026
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