eui-conventions

Enforces Unity Editor IMGUI component conventions, design tokens, and layout patterns for RedDust editor UI.

Updated Jan 29, 2026
One-click install
npx skills add https://github.com/Sky9th/RedDust-Abandon --skill eui-conventions-sky9th
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: eui-conventions
Source: https://github.com/Sky9th/RedDust-Abandon/tree/main/.claude/skills/eui-conventions
Command: npx skills add https://github.com/Sky9th/RedDust-Abandon --skill eui-conventions-sky9th

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Unity Editor IMGUI code (OnGUI) is a pure method-call chain with no visual structure, so modifying EditorWindow or Inspector layouts without a plan leads to errors and inconsistent UI. This Skill enforces the RedDust EUI component library, visual design tokens, and a mandatory draw-the-diagram-first workflow. ## Core Features & Use Cases - EUI Component Quick Reference: Maps needs to components such as EditorCard, EditorButton, EditorButtonGroup, EditorSearchBar, and EditorForm, with Element UI naming alignment (el-button → EditorButton). - Mandatory UI Structure Diagram Workflow: Requires drawing an ASCII tree diagram of the target EditorWindow into a markdown document before changing any layout code. - New Component Checklist: Defines file location, namespace RedDust.Shared.EditorUI, #if UNITY_EDITOR wrapping, and documentation update steps for new EUI components. - Use Case: When adding a foldout section to an ability effect EditorWindow, first diagram the existing layout, then compose it from EditorCard.DrawFoldout and EditorForm instead of raw GUILayout calls. ## Quick Start Follow the eui-conventions skill to refactor this EditorWindow using EUI components, starting by drawing its UI structure diagram.

Frequently Asked Questions about eui-conventions

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I build a Unity EditorWindow UI with reusable IMGUI components?▼

Compose the window from EUI components such as EditorCard for containers, EditorButton for actions, and EditorForm for ScriptableObject-bound forms. First draw an ASCII structure diagram of the layout, then implement it following the diagram.

What is the difference between Unity Editor IMGUI and runtime UGUI?▼

Editor IMGUI (EUI) runs only inside #if UNITY_EDITOR and powers EditorWindow and Inspector interfaces, never shipping in runtime builds. Runtime UGUI is the in-game UI system and follows separate conventions.

How do I add a new EUI component to the editor component library?▼

Create a .cs file in Assets/Scripts/Shared/Editor/Components/ with namespace RedDust.Shared.EditorUI wrapped in #if UNITY_EDITOR. Name it after Element UI equivalents, build it from existing components, and update the components.md documentation.

Why should I draw a UI structure diagram before editing IMGUI code?▼

IMGUI's OnGUI is a pure method-call chain with no visual structure, so editing without a diagram reliably causes mistakes. Drawing an ASCII tree of the layout first clarifies which parts use EUI components versus raw Unity GUI.

When should I use EditorCard versus raw GUILayout containers?▼

Use EditorCard.Draw for section containers, DrawLight for lightweight nesting, and DrawFoldout for collapsible panels. Raw GUILayout should be avoided inside EUI panels so spacing, padding, and visual tokens stay consistent.