gui-prefab

Binds View.cs SerializeField references to Unity Prefab nodes in an MVVM GUI pipeline.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Manually attaching View scripts to Unity Prefabs and wiring every [SerializeField] reference is error-prone and causes binding drift between generated MVVM code and the actual Prefab hierarchy. This Skill automates Phase 3 of the Atom Game GUI pipeline by attaching the generated View.cs to the Prefab root and binding each serialized field to its corresponding node. ## Core Features & Use Cases - Prefab Binding: Attaches <PanelName>View.cs to the Prefab root node and binds every [SerializeField] field (buttons, texts, images, list nodes) against the Prefab hierarchy. - Compile Gate: Verifies Unity Editor state via unity-cli, triggers C# compilation (or Batch Mode fallback) so View/ViewModel enter the assembly before any Prefab edit, and marks the phase BLOCKED in HUMAN_REVIEW.md when no editing path exists. - Contract Validation: Checks the prefab-binding-contract checklist for dangling fields, orphan bindings, type mismatches, and count consistency, including StylesModule default selection and inactive ListModule templates. - Use Case: After gui-draft generates BagPanelView.cs, this Skill compiles the code, opens Assets/UI/Bag.prefab, attaches the View script, and binds all serialized references before the pipeline proceeds to gui-review. ## Quick Start Run the dev-gui-plugin pipeline on a panel and let this phase automatically attach the generated View.cs to the target Prefab and bind all SerializeField references.

Frequently Asked Questions about gui-prefab

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

FAQPage Schema
How do I bind SerializeField references to a Unity Prefab automatically?▼

This Skill lists every [SerializeField] field in the generated View.cs, then matches each one against the Prefab hierarchy and binds it, or records items needing manual binding. It validates counts, types, and dangling fields against a binding contract checklist.

How to attach a View script to a Unity Prefab root node?▼

The Skill first compiles the C# code so the View script enters the assembly with a stable GUID, then attaches it to the Prefab root node using prefab tooling or Unity Editor interaction via unity-cli.

Can I edit Unity Prefabs without the Unity Editor running?▼

No. Batch Mode can compile C# code but cannot attach scripts or bind SerializeField references. Without a running Editor, the phase is marked BLOCKED in HUMAN_REVIEW.md for manual binding, and the pipeline continues.

Why does prefab binding fail after generating View code?▼

Binding fails when the C# compilation has not completed, so the MonoScript lacks a stable GUID and SerializeField fields are not visible in the Inspector. The Skill enforces a compile gate before any Prefab edit to prevent this.

What happens when no prefab editing tool is available?▼

The Skill does not fabricate bindings. It records a BLOCKED status in HUMAN_REVIEW.md noting that manual script attachment and binding in Unity is required, and the pipeline continues without blocking.