
ui-imgui
Generates and modifies Unity IMGUI editor code such as EditorWindows, custom Inspectors, PropertyDrawers, and OnGUI scripts. Use for IMGUI or OnGUI or maintaining existing IMGUI code.
- Installs
- 39
- Last 24h
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- Security
- Not audited
Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/unity-technologies/unity-agent-plugin --skill ui-imgui- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads ui-imgui automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
SKILL.md
The instructions your agent reads when the skill is triggered.
Before proceeding: If the user is asking about creating a new editor window, custom inspector, or PropertyDrawer without explicitly mentioning IMGUI/OnGUI, recommend using UI Toolkit (CreateGUI) instead, as it's the modern approach. Only proceed with IMGUI if:
- User is modifying existing IMGUI code
- User explicitly requests IMGUI/immediate mode
- The project exclusively uses IMGUI for editor tools
When activated, read the reference files:
- references/templates.md — EditorWindow, Inspector, PropertyDrawer templates
- references/gui-elements.md — GUI elements, layout groups, styling
When to Use This Skill
IMPORTANT: This skill is for legacy IMGUI code only. Use this skill when:
- User is maintaining/updating existing IMGUI editor code (files with
OnGUI(),OnInspectorGUI()) - User explicitly requests IMGUI/immediate mode GUI
- Project exclusively uses IMGUI for all editor tools
Do NOT use this skill for:
- New editor windows (use UI Toolkit with
CreateGUI()instead) - New custom inspectors (use UI Toolkit instead)
- Requests that don't explicitly mention IMGUI or OnGUI
Legacy IMGUI is used for:
- Editor windows —
EditorWindowclasses withOnGUI() - Custom inspectors —
Editor,PropertyDrawerclasses withOnInspectorGUI() - Debug overlays —
OnGUI()in MonoBehaviour (runtime)
IMGUI is not for runtime game UI — use UI Toolkit or uGUI instead.
Scope
Generate only what is requested (for legacy IMGUI code):
| Request | Output | Note |
|---|---|---|
| Editor window (IMGUI/OnGUI) | EditorWindow with OnGUI() | Only if explicitly IMGUI |
| Custom inspector (IMGUI) | Editor with OnInspectorGUI() | Only if explicitly IMGUI |
| Property drawer (IMGUI) | PropertyDrawer with OnGUI() | Only if explicitly IMGUI |
| Debug overlay | MonoBehaviour with OnGUI() | Runtime debugging |
| Update existing IMGUI script | Modify existing OnGUI code | Always appropriate |
Clarify if ambiguous:
- "inspector" → Custom Editor for a specific type, or PropertyDrawer? Also ask: Should this use UI Toolkit (modern) or IMGUI (legacy)?
- "editor window" → First ask: Should this use UI Toolkit (modern/CreateGUI) or IMGUI (legacy/OnGUI)?
- "tool window" → EditorWindow with what functionality? Which UI system?
Conventions
Follow project patterns first. Search existing editor scripts before applying defaults.
| Type | Convention | Good | Bad |
|---|---|---|---|
| Script names | PascalCase | MyToolWindow.cs | my-tool-window.cs |
| EditorWindow | [Name]Window.cs | LevelEditorWindow.cs | LevelEditor.cs |
| Custom Editor | [Type]Editor.cs | EnemyEditor.cs | EnemyInspector.cs |
| PropertyDrawer | [Type]Drawer.cs | RangeDrawer.cs | RangePropertyDrawer.cs |
| Location | Editor folder | Assets/Editor/ | Assets/Scripts/ |
Editor folder is required — Scripts using UnityEditor namespace must be in an Editor folder or they will fail to build.
Workflow
- Analyze — Determine script type needed (EditorWindow, Editor, PropertyDrawer, etc.)
- Search — Find existing editor scripts to match patterns
- Follow project patterns — Match folder structure and naming
- Create script — Use appropriate base class and attributes
- Implement OnGUI — Build the interface with layout groups
Script Structure
EditorWindow
[MenuItem attribute] → adds to menu
ShowWindow() static method → opens window
OnGUI() → draws interface
OnEnable/OnDisable → initialization/cleanup
Custom Editor
[CustomEditor attribute] → targets component type
OnInspectorGUI() → draws inspector
OnEnable() → cache SerializedProperties
serializedObject.Update/ApplyModifiedProperties → undo support
PropertyDrawer
[CustomPropertyDrawer attribute] → targets type or attribute
OnGUI(Rect, SerializedProperty, GUIContent) → draws property
GetPropertyHeight() → custom height if needed
Key Rules
- Cache GUIStyle objects — never create new GUIStyle in OnGUI (causes memory allocation every frame)
- Use SerializedProperty — for proper undo/redo support in inspectors
- Call ApplyModifiedProperties() — after any serialized object changes
- Use EditorGUILayout — for editor scripts (auto-layout)
- Use GUILayout — for runtime OnGUI
- Begin/End pairs — always match BeginHorizontal with EndHorizontal, etc.
- Editor folder required — scripts fail to build if not in Editor folder
Layout Basics
Horizontal grouping:
EditorGUILayout.BeginHorizontal();
// elements appear side by side
EditorGUILayout.EndHorizontal();
Vertical grouping:
EditorGUILayout.BeginVertical("box");
// elements appear stacked, with box style
EditorGUILayout.EndVertical();
Scroll view:
scrollPos = EditorGUILayout.BeginScrollView(scrollPos);
// scrollable content
EditorGUILayout.EndScrollView();
Foldout section:
showSection = EditorGUILayout.Foldout(showSection, "Section Name");
if (showSection)
{
EditorGUI.indentLevel++;
// section content
EditorGUI.indentLevel--;
}
Common Patterns
Button with action:
if (GUILayout.Button("Do Something"))
{
// action here
}
Property field with label:
EditorGUILayout.PropertyField(myProperty, new GUIContent("Label"));
Object reference field:
myObject = (MyType)EditorGUILayout.ObjectField("Label", myObject, typeof(MyType), true);
Disabled group:
EditorGUI.BeginDisabledGroup(condition);
// disabled elements
EditorGUI.EndDisabledGroup();
Best Practices
- Use
SerializedObjectandSerializedPropertyfor undo support - Cache property references in
OnEnable() - Use
EditorUtility.SetDirty()only for non-serialized changes - Use
Undo.RecordObject()before modifying objects directly - Use
EditorStylesfor consistent appearance - Use
GUILayout.FlexibleSpace()to push elements apart
See references/templates.md for complete script templates.
See references/gui-elements.md for full element reference.
FAQ
What does the ui-imgui skill do?
Generates and modifies Unity IMGUI editor code such as EditorWindows, custom Inspectors, PropertyDrawers, and OnGUI scripts. Use for IMGUI or OnGUI or maintaining existing IMGUI code.
How do I install ui-imgui?
Run npx skills add https://github.com/unity-technologies/unity-agent-plugin --skill ui-imgui in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/ui-imgui/ (personal) or .claude/skills/ui-imgui/ (project).
Which AI agents can use ui-imgui?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is ui-imgui safe to install?
No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.
Who maintains ui-imgui?
It is published by unity-technologies in unity-technologies/unity-agent-plugin. It has 39 recorded installs.
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