editor-ui
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.zipInstalls to .claude/skills/editor-ui
Activation
This is the description your AI agent reads to decide when to run this skill — the better it matches your request, the more reliably it fires.
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 groupKey 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
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
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.
| Skill | Installs | Updated | Safety | Difficulty |
|---|---|---|---|---|
| editor-ui (this skill) | 2 | 6mo | No flags | Intermediate |
| frontend-design | 481 | 2mo | No flags | Advanced |
| screenshot-to-code | 204 | 2mo | No flags | Beginner |
| textual | 143 | 9mo | Review | Intermediate |
Try saying
Example prompts that trigger this skill in your AI assistant.
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