6.5 KiB
title, sidebar_label, description
| title | sidebar_label | description |
|---|---|---|
| manage_ui | manage_ui | Manages Unity UI Toolkit elements (UXML documents, USS stylesheets, UIDocument components). |
manage_ui
Auto-generated from the Python tool registry. Do not hand-edit outside
<!-- examples:start --><!-- examples:end -->blocks — the generator (tools/generate_docs_reference.py) will overwrite them.
Group: ui · Module: services.tools.manage_ui
Description
Manages Unity UI Toolkit elements (UXML documents, USS stylesheets, UIDocument components). Read-only actions: ping, read, get_visual_tree, list. Modifying actions: create, update, delete, attach_ui_document, detach_ui_document, create_panel_settings, update_panel_settings, modify_visual_element. Visual actions: render_ui (captures UI panel to a PNG screenshot for self-evaluation). Structural actions: link_stylesheet (adds a Style src reference to a UXML file).
UI Toolkit workflow:
- Use list to discover existing UI assets
- Create a UXML file (structure, like HTML)
- Create a USS file (styling, like CSS)
- Link stylesheet to UXML via link_stylesheet
- Attach UIDocument to a GameObject with the UXML source
- Use get_visual_tree to inspect the result
- Use modify_visual_element to change text, classes, or inline styles on live elements
- Use render_ui to capture a visual preview for self-evaluation
- In play mode: first call queues a WaitForEndOfFrame screen capture and returns pending=true; call render_ui a second time to retrieve the saved PNG (hasContent will be true).
- In editor mode: assigns a RenderTexture to PanelSettings (best-effort; may stay blank).
- Use detach_ui_document to remove UIDocument from a GameObject
- Use delete to remove .uxml/.uss files
Important: Always use ui:Style (with the ui: namespace prefix) in UXML, not bare <Style>. UI Builder will fail to open files that use <Style> without the prefix.
Parameters
| Name | Type | Required | Description |
|---|---|---|---|
action |
Literal['ping', 'create', 'read', 'update', 'delete', 'attach_ui_document', 'detach_ui_document', 'create_panel_settings', 'update_panel_settings', 'get_visual_tree', 'render_ui', 'link_stylesheet', 'list', 'modify_visual_element'] |
yes | Action to perform. |
path |
str | None |
— | Assets-relative path (e.g., 'Assets/UI/MainMenu.uxml' or 'Assets/UI/Styles.uss'). For render_ui: optional UXML path to render directly without a scene GameObject. |
contents |
str | None |
— | File content (UXML or USS markup). Plain text - encoding handled automatically. |
target |
str | None |
— | Target GameObject name or path for attach_ui_document / get_visual_tree / render_ui. |
source_asset |
str | None |
— | Path to UXML VisualTreeAsset (e.g., 'Assets/UI/MainMenu.uxml'). |
panel_settings |
str | None |
— | Path to PanelSettings asset. Auto-creates default if omitted. |
sort_order |
int | None |
— | UIDocument sort order (default 0). |
scale_mode |
Literal['ConstantPixelSize', 'ConstantPhysicalSize', 'ScaleWithScreenSize'] | None |
— | Panel scale mode. Legacy shorthand; prefer using 'settings' dict. |
reference_resolution |
dict[str, int] | None |
— | Reference resolution as {width, height}. Legacy shorthand; prefer using 'settings' dict. |
settings |
dict[str, Any] | None |
— | Generic PanelSettings properties dict for create_panel_settings. Keys: scaleMode (ConstantPixelSize|ConstantPhysicalSize|ScaleWithScreenSize), referenceResolution ({width,height}), screenMatchMode (MatchWidthOrHeight|ShrinkToFit|ExpandToFill), match (0-1 float), referenceDpi, fallbackDpi, sortingOrder, targetDisplay, clearColor (bool), colorClearValue (#RRGGBB or {r,g,b,a}), clearDepthStencil, themeStyleSheet (asset path), dynamicAtlasSettings ({minAtlasSize,maxAtlasSize,maxSubTextureSize,activeFilters}). |
max_depth |
int | None |
— | Max depth to traverse visual tree (default 10). |
width |
int | None |
— | Render width in pixels (default 1920). For render_ui. |
height |
int | None |
— | Render height in pixels (default 1080). For render_ui. |
include_image |
bool | None |
— | Return inline base64 PNG in the response (default false). For render_ui. |
max_resolution |
int | None |
— | Max resolution for inline base64 image (default 640). For render_ui. |
screenshot_file_name |
str | None |
— | Custom file name for the render output (default: auto-generated). For render_ui. |
output_folder |
str | None |
— | Optional folder for the render output. Project-relative (e.g. 'Assets/Screenshots' or 'Captures') or absolute path inside the project. Overrides the user's Editor preference. If omitted, falls back to the Editor preference, then to the built-in default (Assets/Screenshots). For render_ui. |
stylesheet |
str | None |
— | Path to USS stylesheet to link (e.g., 'Assets/UI/Styles.uss'). For link_stylesheet. |
filter_type |
str | None |
— | Filter UI assets by type: 'uxml', 'uss', 'PanelSettings', or omit for all. For list. |
page_size |
int | None |
— | Number of results per page (default 50). For list. |
page_number |
int | None |
— | Page number, 1-based (default 1). For list. |
element_name |
str | None |
— | Name of the visual element to modify (the 'name' attribute in UXML). For modify_visual_element. |
text |
str | None |
— | New text content for Label/Button elements. For modify_visual_element. |
add_classes |
list[str] | None |
— | USS class names to add to the element. For modify_visual_element. |
remove_classes |
list[str] | None |
— | USS class names to remove from the element. For modify_visual_element. |
toggle_classes |
list[str] | None |
— | USS class names to toggle on the element. For modify_visual_element. |
style |
dict[str, Any] | None |
— | Inline styles to set (e.g., {'backgroundColor': '#FF0000', 'fontSize': 24}). For modify_visual_element. |
enabled |
bool | None |
— | Set element enabled/disabled state. For modify_visual_element. |
visible |
bool | None |
— | Set element visibility (display: flex/none). For modify_visual_element. |
tooltip |
str | None |
— | Set element tooltip text. For modify_visual_element. |
Returns
A dict containing the Unity response. The exact shape depends on the action.
Examples
No examples yet. Add usage examples here — they will be preserved across regenerations.