A UI component library for Unity to build consistent, themed editor tools.

Install

mkdir -p .claude/skills/editor-ui && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/2696" && unzip -o skill.zip -d .claude/skills/editor-ui && rm skill.zip

Installs to .claude/skills/editor-ui

Activation

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JEngine Editor UI component library with theming. Triggers on: custom inspector, editor window, Unity editor UI, UIElements, VisualElement, JButton, JStack, JCard, JTextField, JDropdown, JTabView, tab view, tabbed container, design tokens, dark theme, light theme, editor styling, themed button, form layout, progress bar, status bar, toggle button, button group
362 charsno explicit “when” triggerlonger than Claude Code's old 250-char listing cap (fine on current versions)
Intermediate

Key capabilities

  • Themed UI element generation
  • Fluent API layout construction
  • State-aware component management
  • Automatic dark/light mode switching
  • Custom inspector UI layout

How it works

It assembles reusable UI components via a fluent builder pattern that registers automatic theme-handling listeners.

Inputs & outputs

You give it
UI requirement and layout needs
You get back
Unity UIElements code

When to use editor-ui

  • Build custom editor inspector
  • Create UI elements for Unity
  • Theme editor window components
  • Manage form layouts

About this skill

JEngine Editor UI Components

Modern UI component library for Unity Editor using UIElements with automatic dark/light theme support.

When to Use

  • Building custom inspectors
  • Creating Editor windows
  • Designing Editor tools with consistent styling

Namespaces

using JEngine.UI.Editor.Components.Button;
using JEngine.UI.Editor.Components.Layout;
using JEngine.UI.Editor.Components.Form;
using JEngine.UI.Editor.Components.Feedback;
using JEngine.UI.Editor.Components.Navigation;
using JEngine.UI.Editor.Theming;

Button Components

JButton - Themed Buttons

// Variants: Primary, Secondary, Success, Danger, Warning
var btn = new JButton("Click Me", () => DoAction(), ButtonVariant.Primary);

// Fluent API
btn.SetVariant(ButtonVariant.Danger)
   .WithText("Delete")
   .WithEnabled(true)
   .FullWidth()
   .Compact()
   .WithMinWidth(100);

JIconButton - Small Icon Buttons

// For toolbars and inline actions
var iconBtn = new JIconButton("X", () => Close(), "Close panel")
    .WithSize(24, 24)
    .WithTooltip("Close");

JToggleButton - Two-State Toggle

var toggle = new JToggleButton(
    onText: "Enabled",
    offText: "Disabled",
    initialValue: false,
    onVariant: ButtonVariant.Success,
    offVariant: ButtonVariant.Danger,
    onValueChanged: value => Debug.Log($"Now: {value}"));

// Access value
toggle.Value = true;
toggle.SetValue(false, notify: false);

JButtonGroup - Responsive Button Row

var group = new JButtonGroup(
    new JButton("Save", Save, ButtonVariant.Primary),
    new JButton("Cancel", Cancel, ButtonVariant.Secondary))
    .NoWrap()
    .FixedWidth();

Layout Components

JStack - Vertical Layout

// Gap sizes: Xs (2px), Sm (4px), MD (8px), Lg (12px), Xl (16px)
var stack = new JStack(GapSize.MD)
    .Add(new Label("Title"))
    .Add(new JButton("Action"))
    .WithGap(GapSize.Lg);

JRow - Horizontal Layout

var row = new JRow()
    .Add(new JButton("Left"))
    .Add(new JButton("Right"))
    .WithJustify(JustifyContent.SpaceBetween)  // Start, Center, End, SpaceBetween
    .WithAlign(AlignItems.Center)              // Start, Center, End, Stretch
    .NoWrap();

JCard - Bordered Container

var card = new JCard()
    .Add(new Label("Card Content"))
    .Compact()
    .NoMargin();

JSection - Card with Header

var section = new JSection("Settings")
    .Add(new JFormField("Name", new JTextField()))
    .Add(new JFormField("Enabled", new JToggle()))
    .WithTitle("New Title")
    .NoHeader()
    .NoMargin();

// Access header and content
section.Header.text = "Updated";
section.Content.Add(new Label("More content"));

Form Components

JTextField - Styled Text Input

var field = new JTextField("initial value", "placeholder");
field.RegisterValueChangedCallback(evt => Debug.Log(evt.newValue));

// Fluent API
field.SetReadOnly(true)
     .SetMultiline(true);

// Access value
string text = field.Value;
field.Value = "new value";

// Bind to SerializedProperty
field.BindProperty(serializedProperty);

JDropdown - Generic Dropdown

// String dropdown
var stringDropdown = new JDropdown(
    new List<string> { "Option A", "Option B" },
    defaultValue: "Option A");

// Enum dropdown (recommended)
var enumDropdown = JDropdown<MyEnum>.ForEnum(MyEnum.Default);
enumDropdown.OnValueChanged(value => Debug.Log(value));

// Generic dropdown with custom formatting
var customDropdown = new JDropdown<MyClass>(
    items,
    defaultValue: items[0],
    formatSelectedValue: x => x.DisplayName,
    formatListItem: x => x.FullDescription);

// Access
enumDropdown.Value = MyEnum.Other;
enumDropdown.Choices = newList;

JToggle - Toggle Switch

var toggle = new JToggle(initialValue: false)
    .OnValueChanged(value => Debug.Log(value))
    .WithClass("my-toggle");

toggle.Value = true;
toggle.SetValueWithoutNotify(false);  // No callback

JObjectField - Unity Object Picker

var objectField = new JObjectField<Texture2D>(allowSceneObjects: false);
objectField.RegisterValueChangedCallback(evt =>
    Debug.Log($"Selected: {evt.newValue?.name}"));

// Access
Texture2D texture = objectField.Value;
objectField.BindProperty(serializedProperty);

JFormField - Label + Control Layout

var formField = new JFormField("Player Name", new JTextField())
    .WithLabelWidth(150)
    .NoLabel();

// Add multiple controls
formField.Add(new JButton("Browse"));

Feedback Components

JProgressBar - Progress Indicator

var progress = new JProgressBar(initialProgress: 0f)
    .SetProgress(0.5f)
    .WithHeight(12)
    .WithColor(Color.green)
    .WithVariant(ButtonVariant.Success)
    .WithSuccessOnComplete();

progress.Progress = 0.75f;

JStatusBar - Status Message with Accent

// Status types: Info, Success, Warning, Error
var status = new JStatusBar("Ready", StatusType.Info)
    .SetStatus(StatusType.Success)
    .WithText("Operation complete!");

status.Text = "Processing...";
status.Status = StatusType.Warning;

JLogView - Scrollable Log Output

var logView = new JLogView(maxLines: 100)
    .LogInfo("Started processing")
    .LogError("Something went wrong")
    .Log("Custom message", isError: false)
    .WithMinHeight(150)
    .WithMaxHeight(400);

logView.Clear();
logView.MaxLines = 200;

Navigation Components

JBreadcrumb - Path Navigation

// Quick creation
var breadcrumb = JBreadcrumb.FromPath("Package", "Scene", "Object");

// Manual building
var bc = new JBreadcrumb()
    .AddItem("Root")
    .AddItem("Child");
bc.Build();

bc.SetPath("New", "Path");
bc.Clear();

JTabView - Tabbed Container

// Basic tab view
var tabs = new JTabView()
    .AddTab("General", generalContent)
    .AddTab("Advanced", advancedContent)
    .AddTab("Debug", debugContent);

// Responsive: max 3 tabs per row before wrapping
var responsiveTabs = new JTabView(maxTabsPerRow: 3)
    .AddTab("Tab 1", content1)
    .AddTab("Tab 2", content2);

// Programmatic selection (zero-based index: 0=General, 1=Advanced, 2=Debug)
tabs.SelectTab(2);  // Select "Debug" tab

// Read state
int selected = tabs.SelectedIndex;  // -1 if no tabs
int count = tabs.TabCount;
int maxPerRow = tabs.MaxTabsPerRow;

Design Tokens

The Tokens class provides named constants that adapt to Unity's dark/light theme.

Colors

// Backgrounds (layered from deep to elevated)
Tokens.Colors.BgBase       // Deepest background
Tokens.Colors.BgSubtle     // Secondary containers
Tokens.Colors.BgSurface    // Cards, panels (most common)
Tokens.Colors.BgElevated   // Hover states, important elements
Tokens.Colors.BgOverlay    // Modals, tooltips
Tokens.Colors.BgHover      // Hover state
Tokens.Colors.BgInput      // Input field background

// Text hierarchy
Tokens.Colors.TextPrimary      // Highest contrast
Tokens.Colors.TextSecondary    // Body text
Tokens.Colors.TextMuted        // Helper text
Tokens.Colors.TextHeader       // Headers
Tokens.Colors.TextSectionHeader // Section titles

// Button colors
Tokens.Colors.Primary, PrimaryHover, PrimaryActive, PrimaryText
Tokens.Colors.Secondary, SecondaryHover, SecondaryActive, SecondaryText
Tokens.Colors.Success, SuccessHover, SuccessActive
Tokens.Colors.Danger, DangerHover, DangerActive
Tokens.Colors.Warning, WarningHover, WarningActive

// Borders
Tokens.Colors.Border, BorderFocus, BorderHover, BorderSubtle

// Status (aliases)
Tokens.Colors.StatusInfo, StatusSuccess, StatusWarning, StatusError

// Theme check
if (Tokens.IsDarkTheme) { }

Spacing

Tokens.Spacing.Xs   // 2px
Tokens.Spacing.Sm   // 4px
Tokens.Spacing.MD   // 8px
Tokens.Spacing.Lg   // 12px
Tokens.Spacing.Xl   // 16px
Tokens.Spacing.Xxl  // 24px

Font Sizes

Tokens.FontSize.Xs     // 10px - metadata
Tokens.FontSize.Sm     // 11px - hints
Tokens.FontSize.Base   // 12px - body (default)
Tokens.FontSize.MD     // 13px - emphasis
Tokens.FontSize.Lg     // 14px - section labels
Tokens.FontSize.Xl     // 16px - section headers
Tokens.FontSize.Title  // 18px - panel headers

Border Radius

Tokens.BorderRadius.Sm  // 3px
Tokens.BorderRadius.MD  // 5px
Tokens.BorderRadius.Lg  // 8px

Layout Constants

Tokens.Layout.FormLabelWidth     // 140px
Tokens.Layout.FormLabelMinWidth  // 60px
Tokens.Layout.MinTouchTarget     // 24px
Tokens.Layout.MinControlWidth    // 80px

Transitions

Tokens.Transition.Fast    // 150ms
Tokens.Transition.Normal  // 200ms

JTheme Utilities

// Apply common styles
JTheme.ApplyTransition(element);      // Smooth hover transitions
JTheme.ApplyPointerCursor(element);   // Hand cursor
JTheme.ApplyTextCursor(element);      // Text I-beam cursor
JTheme.ApplyGlassCard(element);       // Card styling

// Input field styles
JTheme.ApplyInputContainerStyle(element);
JTheme.ApplyInputElementStyle(element);
JTheme.ApplyInputTextStyle(element);
JTheme.ApplyInputHoverState(element);
JTheme.ApplyInputFocusState(element);
JTheme.ApplyInputNormalState(element);
JTheme.HideFieldLabel(field);

// Get button colors by variant
Color btnColor = JTheme.GetButtonColor(ButtonVariant.Primary);
Color hoverColor = JTheme.GetButtonHoverColor(ButtonVariant.Primary);
Color activeColor = JTheme.GetButtonActiveColor(ButtonVariant.Primary);

Enums

// Button styling
enum ButtonVariant { Primary, Secondary, Success, Danger, Warning }

// Layout gaps
enum GapSize { Xs, Sm, MD, Lg, Xl }

// Status indicators
enum StatusType { Info, Success, Warning, Error }

// Row alignment
enum JustifyContent { Start, Center, End, SpaceBetween }
enum AlignItems { Start, Center, End, Stretch }

Game Development Examples

Settings Panel (with Tabs)

public class GameSettingsWindow : EditorWindow
{
    private JToggle _vsyncToggle;
    private JD

---

*Content truncated.*

When not to use it

  • Building game-world UI (non-editor)
  • Standard Unity IMGUI implementation

Prerequisites

Unity EditorJEngine framework

Limitations

  • Requires JEngine framework dependency
  • UIElements knowledge required for layout customization
  • Cannot override global Unity Editor theme constraints

How it compares

It enables rapid creation of native-looking editor tools with pre-built styling, avoiding manual UI boilerplate.

Compared to similar skills

editor-ui side by side with the closest alternatives in the catalog.

SkillInstallsUpdatedSafetyDifficulty
editor-ui (this skill)26moNo flagsIntermediate
frontend-design4812moNo flagsAdvanced
screenshot-to-code2042moNo flagsBeginner
textual1439moReviewIntermediate

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Example prompts that trigger this skill in your AI assistant.

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