unity-ui-rendering-debugging

Use when a Unity UI, HUD, screen item, or NGUI widget is missing, clipped, behind another canvas, wrongly sorted, disconnected from a prefab or atlas, misanchored, or invisible despite correct gamepla

SKILL.md

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Unity UI Rendering Debugging

Overview

Separate data/state problems from hierarchy, activation, geometry, clipping, material, atlas, camera, canvas, and NGUI depth problems before editing assets.

When to use

Use when a known UI state should render but a widget, item, canvas, prefab, atlas sprite, anchor, mask, or sorting layer is wrong or invisible.

When NOT to use

Do not use when the Unity client never reaches the offline/gameplay state, login/bootstrap fails, or network fallback is the primary symptom.

Required inputs and context discovery

Collect Unity and UI framework versions, hierarchy path, prefab source, expected data/state, activation state, canvas/camera, layer, sorting order or NGUI depth, clipping/mask chain, material/atlas, anchors, and no-touch asset rules.

Safety and risk level

Read-only diagnosis first. Do not save scenes or prefabs, reimport assets, change GUID/meta files, upgrade UI packages, or batch-reserialize without scoped mutation and backup.

Workflow

  1. Prove the underlying data and state say the item should exist. Completion criterion: rendering is isolated from business logic or routed elsewhere.
  2. Trace hierarchy presence, active state, scale, position, and parent clipping. Completion criterion: the first invisible transform or activation condition is identified.
  3. Inspect canvas/camera/layer/sorting or NGUI panel and widget depth. Completion criterion: render-order conflicts are supported by values, not screenshots alone.
  4. Inspect prefab links, materials, atlases, sprite names, masks, and anchors. Completion criterion: missing or stale asset references are named with paths.
  5. Define the smallest reversible change and verification scene or fixture. Completion criterion: any asset edit routes through safe-project-mutation.

Evidence and output contract

Produce hierarchy path, state proof, render-order values, clipping chain, prefab/material/atlas references, suspect cause, proposed minimal change, and verification plan.

Handoff contract

Record scene/prefab paths, hierarchy, framework version, expected state, inspected render values, asset references, no-touch paths, and the next reversible experiment.

Pitfalls and anti-rationalization

  • Do not blame draw order before proving the object exists and is active.
  • Do not reimport or resave assets as a diagnostic shortcut.
  • Do not change .meta or GUID files outside exact scope.
  • Missing Unity Editor access is BLOCKED for visual confirmation.

Verification checklist

  • Data/state and rendering were separated.
  • Hierarchy and activation were inspected.
  • Canvas/NGUI order and clipping were measured.
  • Prefab/material/atlas references were checked.
  • Any proposed edit is reversible and scoped.

References and scripts

Read references/commands.md for stack detection markers, serialized-value inspection, runtime probes, camera culling checks, and the diagnostic order that avoids false draw-order root causes. Use project scenes, prefabs, UI framework docs already vendored in the project, and Unity logs. Avoid package upgrades during diagnosis.