Unity UI Systems
Unity provides three UI frameworks. UI Toolkit is the recommended system for new projects. uGUI remains supported for legacy and certain runtime use cases. IMGUI is strictly for Editor tooling and debugging.
UI System Comparison
| Feature | UI Toolkit | uGUI (Canvas) | IMGUI |
|---|
| Recommended for new projects | Yes | No (legacy) | No |
| Runtime game UI | Yes | Yes | Not recommended |
| Editor extensions | Yes | No | Yes |
| Approach | Web-inspired (UXML + USS + C#) | GameObject + Component | Code-only (OnGUI) |
| Layout system | Flexbox (Yoga) | RectTransform + Anchors | Immediate mode |
| Styling | USS stylesheets | Per-component properties | GUIStyle / GUISkin |
| Visual authoring | UI Builder | Scene View | None |
| Performance | Optimized retained mode | Canvas batching | Redraws every frame |
| Data binding | SerializedObject + Runtime binding | Manual via code | Manual via code |
| World-space UI | Supported | Canvas World Space mode | Not supported |
| Input integration | Pointer/Keyboard events | EventSystem + Raycasters | Event.current |
Decision guide:
- New runtime UI (menus, HUD, inventory) --> UI Toolkit
- New Editor windows / inspectors --> UI Toolkit
- Existing project with uGUI --> Continue with uGUI, migrate incrementally
- Quick debug overlays in Editor --> IMGUI
- World-space UI on 3D objects --> Either UI Toolkit or uGUI World Space Canvas
UI Toolkit
UI Toolkit is Unity's modern UI framework inspired by web technologies. It uses UXML for structure, USS for styling, and C# for logic.
Core Architecture
UIDocument (MonoBehaviour on GameObject)
--> VisualTreeAsset (.uxml) -- defines structure
--> StyleSheet (.uss) -- defines appearance
--> C# script -- defines behavior
All UI elements inherit from
. The root is accessed via
.
UXML Structure
UXML defines the UI hierarchy declaratively:
xml
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements">
<ui:Style src="MainMenu.uss" />
<ui:VisualElement name="root-container" class="container">
<ui:Label text="Game Menu" class="title" />
<ui:Button text="Play" name="play-button" class="menu-btn" />
<ui:Button text="Settings" name="settings-button" class="menu-btn" />
<ui:Toggle label="Fullscreen" name="fullscreen-toggle" />
<ui:Slider label="Volume" low-value="0" high-value="100" name="volume-slider" />
<ui:TextField label="Player Name" name="player-name" />
</ui:VisualElement>
</ui:UXML>
Key points:
xmlns:ui="UnityEngine.UIElements"
is the standard namespace
- Reference USS files with
- Use attribute for C# queries, for USS styling
- Templates can be imported:
<ui:Template src="other.uxml" name="other" />
USS Styling
USS uses CSS-like syntax with Unity-specific extensions. All USS properties use the prefix
for Unity-specific features.
css
/* Type selector */
Button {
background-color: #2D2D2D;
border-radius: 4px;
padding: 8px 16px;
-unity-font-style: bold;
}
/* Class selector */
.menu-btn {
width: 200px;
height: 40px;
margin: 4px 0;
font-size: 16px;
color: #FFFFFF;
}
/* Name selector */
#play-button {
background-color: #4CAF50;
}
/* Pseudo-class */
.menu-btn:hover {
background-color: #555555;
scale: 1.05 1.05;
}
.menu-btn:active {
background-color: #333333;
}
.menu-btn:disabled {
opacity: 0.5;
}
/* Descendant selector */
.container > Label {
-unity-text-align: middle-center;
}
/* USS variables */
:root {
--primary-color: #4CAF50;
--font-large: 24px;
}
.title {
color: var(--primary-color);
font-size: var(--font-large);
}
Selector types: Type (
), Name (
), Class (
), Universal (
), Descendant (
), Child (
), Multiple (
), Pseudo-classes (
,
,
,
,
).
Layout is Flexbox-based: Use
,
,
,
,
,
,
. Default direction is
.
C# Setup and Interaction
csharp
using UnityEngine;
using UnityEngine.UIElements;
public class MainMenuController : MonoBehaviour
{
[SerializeField] private UIDocument uiDocument;
private Button playButton;
private Button settingsButton;
private Toggle fullscreenToggle;
private Slider volumeSlider;
private TextField playerNameField;
private void OnEnable()
{
var root = uiDocument.rootVisualElement;
// Query single elements by name
playButton = root.Q<Button>("play-button");
settingsButton = root.Q<Button>("settings-button");
fullscreenToggle = root.Q<Toggle>("fullscreen-toggle");
volumeSlider = root.Q<Slider>("volume-slider");
playerNameField = root.Q<TextField>("player-name");
// Register click callbacks
playButton.RegisterCallback<ClickEvent>(OnPlayClicked);
settingsButton.RegisterCallback<ClickEvent>(OnSettingsClicked);
// Register value change callbacks
fullscreenToggle.RegisterValueChangedCallback(OnFullscreenChanged);
volumeSlider.RegisterValueChangedCallback(OnVolumeChanged);
// Query multiple elements by class
var allButtons = root.Query<Button>(className: "menu-btn").ToList();
}
private void OnDisable()
{
playButton.UnregisterCallback<ClickEvent>(OnPlayClicked);
settingsButton.UnregisterCallback<ClickEvent>(OnSettingsClicked);
fullscreenToggle.UnregisterValueChangedCallback(OnFullscreenChanged);
volumeSlider.UnregisterValueChangedCallback(OnVolumeChanged);
}
private void OnPlayClicked(ClickEvent evt) => Debug.Log("Play clicked");
private void OnSettingsClicked(ClickEvent evt) => Debug.Log("Settings clicked");
private void OnFullscreenChanged(ChangeEvent<bool> evt)
{
Screen.fullScreen = evt.newValue;
}
private void OnVolumeChanged(ChangeEvent<float> evt)
{
AudioListener.volume = evt.newValue / 100f;
}
}
Programmatic UI creation (no UXML):
csharp
private void CreateUIFromCode()
{
var root = uiDocument.rootVisualElement;
var container = new VisualElement();
container.AddToClassList("container");
root.Add(container);
var label = new Label("Created from C#");
container.Add(label);
var button = new Button(() => Debug.Log("Clicked")) { text = "Click Me" };
button.name = "dynamic-button";
container.Add(button);
}
Event System
UI Toolkit events propagate in two phases:
- Trickle-down -- from root to target element
- Bubble-up -- from target back to root
csharp
// Default: bubble-up phase
element.RegisterCallback<PointerDownEvent>(OnPointerDown);
// Trickle-down phase (parent reacts before children)
element.RegisterCallback<PointerDownEvent>(OnPointerDown, TrickleDown.TrickleDown);
// Pass custom data to callbacks
element.RegisterCallback<ClickEvent, string>(OnClickWithData, "my-data");
// Set value without triggering ChangeEvent
myControl.SetValueWithoutNotify(newValue);
Data Binding
SerializedObject binding (Editor / Inspector UI):
csharp
// In UXML: <ui:IntegerField binding-path="m_Health" label="Health" />
// In C#:
var healthField = new IntegerField("Health") { bindingPath = "m_Health" };
root.Add(healthField);
root.Bind(new SerializedObject(targetComponent));
Bindable objects: MonoBehaviour, ScriptableObject, native Unity types, primitives.
Only the
property of
elements can be bound.
Runtime binding connects plain C# objects to UI controls, works in both Editor and runtime contexts. Set data sources on elements and define binding modes for synchronization direction.
See: references/ui-data-binding.md
Manipulators
Manipulators encapsulate event-handling logic, separating interaction from UI code:
csharp
public class DragManipulator : PointerManipulator
{
private Vector3 startPosition;
private bool isDragging;
public DragManipulator(VisualElement target)
{
this.target = target;
}
protected override void RegisterCallbacksOnTarget()
{
target.RegisterCallback<PointerDownEvent>(OnPointerDown);
target.RegisterCallback<PointerMoveEvent>(OnPointerMove);
target.RegisterCallback<PointerUpEvent>(OnPointerUp);
}
protected override void UnregisterCallbacksFromTarget()
{
target.UnregisterCallback<PointerDownEvent>(OnPointerDown);
target.UnregisterCallback<PointerMoveEvent>(OnPointerMove);
target.UnregisterCallback<PointerUpEvent>(OnPointerUp);
}
private void OnPointerDown(PointerDownEvent evt)
{
startPosition = evt.position;
isDragging = true;
target.CapturePointer(evt.pointerId);
evt.StopPropagation();
}
private void OnPointerMove(PointerMoveEvent evt)
{
if (!isDragging) return;
var delta = evt.position - startPosition;
target.transform.position += (Vector3)delta;
startPosition = evt.position;
}
private void OnPointerUp(PointerUpEvent evt)
{
isDragging = false;
target.ReleasePointer(evt.pointerId);
evt.StopPropagation();
}
}
// Usage:
myElement.AddManipulator(new DragManipulator(myElement));
Built-in manipulator classes: (base),
,
,
,
ContextualMenuManipulator
,
KeyboardNavigationManipulator
.
Custom Controls
csharp
// Unity 6+ recommended pattern: [UxmlElement] attribute (replaces deprecated UxmlFactory/UxmlTraits)
[UxmlElement]
public partial class HealthBar : VisualElement
{
[UxmlAttribute]
public float MaxHealth { get; set; } = 100f;
private VisualElement fillBar;
private float currentHealth;
public float CurrentHealth
{
get => currentHealth;
set
{
currentHealth = Mathf.Clamp(value, 0, MaxHealth);
fillBar.style.width = Length.Percent(currentHealth / MaxHealth * 100f);
}
}
public HealthBar()
{
AddToClassList("health-bar");
fillBar = new VisualElement();
fillBar.AddToClassList("health-bar__fill");
Add(fillBar);
}
}
uGUI / Canvas System (Legacy)
uGUI is Unity's older GameObject-based UI system. It uses Canvas, RectTransform, and the EventSystem.
Canvas Render Modes
| Mode | Description | Use Case |
|---|
| Screen Space - Overlay | Renders on top of everything, scales with screen | Standard HUD, menus |
| Screen Space - Camera | Rendered by a specific camera, affected by perspective | UI with depth effects |
| World Space | Canvas as a 3D object in the scene | In-world displays, VR UI |
Core Components
Visual: Text, Image, RawImage
Interaction: Button, Toggle, ToggleGroup, Slider, Scrollbar, Dropdown, InputField, ScrollRect
Layout: HorizontalLayoutGroup, VerticalLayoutGroup, GridLayoutGroup, ContentSizeFitter, AspectRatioFitter, LayoutElement
RectTransform and Anchoring
All uGUI elements use RectTransform instead of Transform. Anchors define how an element positions relative to its parent:
- Anchor Min/Max as fractions (0.0 = left/bottom, 1.0 = right/top)
- Together anchors: fixed position (Pos X, Pos Y, Width, Height)
- Separated anchors: stretching (Left, Right, Top, Bottom padding)
- Pivot: center point for rotation and scaling
uGUI Example
csharp
using UnityEngine;
using UnityEngine.UI;
public class MenuManager : MonoBehaviour
{
[SerializeField] private Button playButton;
[SerializeField] private Slider volumeSlider;
[SerializeField] private Toggle muteToggle;
private void OnEnable()
{
playButton.onClick.AddListener(OnPlayClicked);
volumeSlider.onValueChanged.AddListener(OnVolumeChanged);
muteToggle.onValueChanged.AddListener(OnMuteToggled);
}
private void OnDisable()
{
playButton.onClick.RemoveListener(OnPlayClicked);
volumeSlider.onValueChanged.RemoveListener(OnVolumeChanged);
muteToggle.onValueChanged.RemoveListener(OnMuteToggled);
}
private void OnPlayClicked() => Debug.Log("Play");
private void OnVolumeChanged(float value) => AudioListener.volume = value;
private void OnMuteToggled(bool muted) => AudioListener.pause = muted;
}
Draw Order
Elements render in Hierarchy order: first child drawn first, last child drawn on top. Reorder with
Transform.SetAsFirstSibling()
,
,
.
See: references/ugui-legacy.md
Anti-Patterns
| Anti-Pattern | Problem | Correct Approach |
|---|
| Using inline styles everywhere | Per-element memory overhead | Use USS files for shared styles |
| Universal selectors in complex USS () | Poor selector performance at scale | Use BEM class naming, child selectors |
| Heavy on elements with many descendants | Mouse movement invalidates entire hierarchies | Limit to leaf elements |
| Calling inside | Double-binding, automatic binding occurs after return | Let auto-binding handle it, or call Bind only on manually created UI |
| Rebuilding entire UI every frame | Defeats retained-mode benefits | Update only changed elements |
| Multiple Canvases with dynamic content (uGUI) | Canvas rebuild batches on any child change | Split static and dynamic UI into separate Canvases |
| Not unregistering callbacks | Memory leaks, stale references | Always unregister in or |
| Using IMGUI for runtime game UI | Redraws every frame, poor performance | Use UI Toolkit or uGUI |
| Forgetting EventSystem in scene (uGUI) | No input events processed | Ensure one EventSystem exists in scene |
Key API Quick Reference
UI Toolkit
| API | Purpose |
|---|
| MonoBehaviour that hosts a VisualTreeAsset |
| Root of the visual tree |
| Query single element by name |
| Query single element by class |
| Query multiple elements |
RegisterCallback<TEvent>(callback)
| Register event handler |
UnregisterCallback<TEvent>(callback)
| Remove event handler |
RegisterValueChangedCallback(callback)
| Listen for value changes |
SetValueWithoutNotify(value)
| Set value silently |
| Add USS class |
RemoveFromClassList("class")
| Remove USS class |
AddManipulator(manipulator)
| Attach event manipulator |
style.display = DisplayStyle.None
| Hide element |
style.display = DisplayStyle.Flex
| Show element |
VisualTreeAsset.Instantiate()
| Create instance from UXML |
element.Bind(serializedObject)
| Bind to SerializedObject |
uGUI
| API | Purpose |
|---|
| Root container for all uGUI elements |
| Controls UI scaling across resolutions |
| Enables input detection on Canvas |
| Central input event dispatcher |
| Transform with anchoring and sizing |
| UnityEvent for click |
| UnityEvent for toggle change |
| UnityEvent for slider change |
| Auto-layout for children |
Related Skills
- unity-foundations -- GameObject, Component, MonoBehaviour lifecycle
- unity-scripting -- C# patterns, SerializeField, events
- unity-input -- Input System integration with UI
TextMeshPro
For all text rendering, use
TextMeshPro (TMP) — not legacy
. TMP uses SDF rendering for crisp text at any scale. Use
for Canvas UI,
for 3D world text. Use
SetText("Score: {0}", value)
for zero-allocation updates. See
references/textmeshpro.md for full API, rich text tags, font assets, and patterns.
Additional Resources