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Build Unity UI Toolkit (UITK) UIs — create/edit USS stylesheets and UXML layouts, configure UIDocument components, declare runtime data bindings in UXML, create world-space UI panels, and run UXML upgraders.
Passed 21 of 22 test cases with the skill, and 7 of 22 without it.
and 24 more in the full report
16 fixed6 passed either way0 still failing1 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 16 test cases the skill fixed. Same model, same prompt, with and without the skill.
We want to save a JSON configuration file Assets/UI/Config.json using uitk_write_file. What happens when invoking uitk_write_file with a file path ending in .json?
| Checked | Without skill | With skill |
|---|---|---|
| The response indicates the call is rejected with a SEMANTIC_INVALID error. | Missed | Passed |
| The response notes that uitk_write_file only accepts .uss or .uxml file extensions. | Missed | Passed |
The instructions your model reads when the skill loads.
Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via
GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
Use this module for Unity UI Toolkit only: UXML for structure, USS for styling, UIDocument for scene attachment, and PanelSettings for runtime rendering.
Requires Unity 2022.3+. Do not mix this module with
ui_*UGUI/Canvas skills. Localization: Match visible UI text to the user's language. Chinese conversation -> Chinese labels/placeholders/button text. USS class names and CSS variables stay English.
uitk_read_file / uitk_find_files / uitk_get_panel_settings / uitk_list_documents / uitk_inspect_uxml / uitk_list_uss_variables / uitk_inspect_document / uitk_runtime_binding_list / uitk_worldspace_panel_get / uitk_element_reference_get,源码标 SkillMode.SemiAuto)直接执行;其余文件/场景写入类(uitk_create_* / uitk_write_file / uitk_add_* / uitk_modify_element / uitk_runtime_binding_add / uitk_uxml_upgrade / uitk_worldspace_panel_create 等,标 SkillMode.FullAuto)需用户 grant,grant 后服务端一步执行返结果。uitk_delete_file、uitk_remove_element、uitk_remove_uss_rule 标记为 SkillOperation.Delete,被 IsForbiddenInSemi 静态拦截 —— 仅 Bypass 模式或加入 Allowlist 才能调用。uitk_create_editor_window 与 uitk_create_runtime_ui 会生成 .cs 文件、必然触发域重载,因此标 MayTriggerReload = true。IsForbiddenInSemi 直读这个 flag,所以它们和上面的 Delete 类同样被静态拦截 —— Approval 与 Auto 下都返 MODE_FORBIDDEN,且这不是"需 grant"、grant 也给不了,仅 Bypass 或命中 Allowlist 才能调用。这两个是上面第一条"其余写入类需用户 grant"的例外。?mode=transactional 的批量链里含这两步,会在执行前被 400 拒绝,错误点名违规的 steps[i]。原因是域重载会清空编辑器 undo 栈,事务批量的回滚承诺无法兑现,所以服务端选择前置拒绝而不是事后失败。要在事务批量的流程里生成脚本,把这两步拆出去单独调用。AssetDatabase.ImportAsset(path) 对单个 USS/UXML 资产单独触发导入,不会调 AssetDatabase.Refresh() 触发全项目扫描;批量创建依次单独 Import。但 USS/UXML 是 ScriptedImporter 类型,Import 仍会重建依赖此资产的 PanelSettings/UIDocument 引用,触发 IMGUI 检查器刷新与场景视图重绘。DO NOT (common hallucinations):
uitoolkit_create_button / uitoolkit_create_label do not exist -> use uitk_add_elementuitoolkit_set_style does not exist -> use uitk_add_uss_rule, uitk_remove_uss_rule, or uitk_modify_elementuitoolkit_create_canvas does not exist -> UI Toolkit uses UIDocument, not Canvasuitk_* and ui_* are different systems. Do not mix UI Toolkit structure/styling assumptions into UGUI workflowsdisplay:grid, box-shadow, calc(), @media, ::before, z-index, and gradients are unsupportedbinding-path (on uitk_add_element / uitk_modify_element) is the old SerializedObject editor binding. It is not runtime data binding -> use uitk_runtime_binding_add for thatPanelRenderer through component_add; it needs world-space setup -> use uitk_worldspace_panel_createRouting:
ui modulexr_setup_ui_canvasuitk_create_from_templateuitk_create_document or uitk_set_documenttest cases passed, vs 7 / 22 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.