unity-ui-controller

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Use this skill for Beavermania Unity UI presenter/controller work where Cursor owns prefab, scene, and hierarchy wiring while Codex owns C# flow, serialized-safe bindings, and null-safe runtime behavior.

ygolan93 By ygolan93 schedule Updated 6/12/2026

name: unity-ui-controller description: Use this skill for Beavermania Unity UI presenter/controller work where Cursor owns prefab, scene, and hierarchy wiring while Codex owns C# flow, serialized-safe bindings, and null-safe runtime behavior.

Unity UI Controller

Keep UI visibility and session state owned by a single presenter or controller.

Rules

  • Let NPC, gameplay, or trigger scripts report state to the presenter instead of toggling random UI panels directly.
  • Preserve serialized fields and public entry points unless there is a scoped migration plan.
  • Prefer additive runtime bindings and null-safe fallbacks over risky prefab or scene edits.
  • Treat PlayerCanvas, dialogue panels, trader/shop UI, and button wiring as Cursor-owned integration surfaces.
  • When a prompt widget or panel reference is missing, fail closed and log once instead of guessing another panel.

Codex Deliverables

  • Define the controller-facing interface or event flow.
  • Keep visibility rules in one place.
  • Document exact prefab or Inspector wiring Cursor must apply.
  • Write a Codex-to-Cursor handoff whenever script changes require UI hierarchy follow-up or Play Mode proof.

Do Not Do

  • Do not edit prefab YAML casually.
  • Do not scatter SetActive calls across gameplay scripts.
  • Do not let multiple controllers compete for the same prompt or panel.
Install via CLI
npx skills add https://github.com/ygolan93/BeaverMania --skill unity-ui-controller
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