gui-plan

Plans Unity MVVM GUI requirements through interactive plan mode and produces an approved GUI_PLAN.md contract.

Updated Jun 16, 2026
One-click install
npx skills add https://github.com/AvatarGanymede/dev-gui-plugin --skill gui-plan-avatarganymede
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: gui-plan
Source: https://github.com/AvatarGanymede/dev-gui-plugin/tree/main/skills/gui-plan
Command: npx skills add https://github.com/AvatarGanymede/dev-gui-plugin --skill gui-plan-avatarganymede

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? It prevents requirement drift at the start of GUI development by forcing interactive clarification and human approval before any code is written, turning vague panel requests into a reviewed, versioned requirements contract. ## Core Features & Use Cases - Plan Mode Requirement Gathering: Enters Claude Code plan mode to read-only explore ui_data.lua, existing panels, and injected knowledge-base pitfalls, then asks the user batched clarifying questions via AskUserQuestion. - Human Approval Gate: Writes a requirement-focused plan and blocks on ExitPlanMode approval, iterating on feedback until the user accepts; zero write operations occur before approval. - Contract Generation: After approval, initializes pipeline run state and writes a refined GUI_PLAN.md containing module split design (sub Views/Panels), per-module ViewModel data contracts, and acceptance criteria for downstream review. - Use Case: A developer says "add a batch-sell button to BagPanel"; the skill locates the prefab and ViewModel conventions, confirms open questions with the user, gets the plan approved, and hands a precise contract to the gui-draft code generation stage. ## Quick Start Ask the assistant to plan a new GUI panel by providing a panelId and requirement description, for example: run gui-plan for BagPanel to add a batch sell button.

Frequently Asked Questions about gui-plan

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

FAQPage Schema
How do I start planning a new Unity GUI panel with this pipeline?▼

Provide a panelId and a requirement description, then invoke gui-plan. It enters plan mode, reads ui_data.lua to locate the prefab and ViewModel conventions, asks any remaining clarifying questions in one batch, and waits for your plan approval before writing anything.

What does the GUI_PLAN.md contract contain?▼

GUI_PLAN.md holds the panelId, prefab and script paths, a concise requirement summary, the module split decision (sub Views or sub Panels with a mapping table), per-module ViewModel property tables, acceptance criteria, and optional known pitfalls from the knowledge base.

Can gui-plan write files before the plan is approved?▼

No. The skill performs zero write operations inside plan mode; all writes such as creating the run directory, initializing run state, and saving GUI_PLAN.md happen only after the user approves the plan via ExitPlanMode.

What happens if I reject the proposed GUI plan?▼

The skill returns to plan mode, revises the plan according to your feedback, and calls ExitPlanMode again. This approval loop repeats until you accept, and only then does the pipeline proceed to the gui-draft code generation stage.

When should module splitting into sub Views be decided?▼

Module splitting is decided during gui-plan, before ViewModel design. Interfaces with multiple tabs, loosely coupled modules, staged flows, or independent overlays are split; single-responsibility panels stay as one root View, and gui-draft only implements the decided structure.