app-ui-navigation

Automate Unity UI navigation setup with NavGraph, NavHost, and NavController.

Updated Mar 31, 2026
One-click install
npx skills add https://github.com/IAFahim/com.unity.dt.app-ui --skill app-ui-navigation
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: app-ui-navigation
Source: https://github.com/IAFahim/com.unity.dt.app-ui/tree/main/Plugins~/skills/app-ui-navigation
Command: npx skills add https://github.com/IAFahim/com.unity.dt.app-ui --skill app-ui-navigation

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill provides a structured method to implement scalable UI navigation in Unity apps, modeling screens as navigable destinations and navigation graphs to reduce ad-hoc UI wiring.

Core Features & Use Cases

  • NavGraph, NavHost, and NavController orchestration to manage screen transitions and back stack
  • INavVisualController support for per-destination visual components (AppBar, Drawer, BottomNavBar, NavigationRail)
  • Nested graphs, global vs local actions, and data passing via Argument arrays for complex flows

Quick Start

Create a NavGraph with destinations, load it into a NavHost, and attach a visual controller to drive AppBar, Drawer, and BottomNavBar.

Frequently Asked Questions about app-ui-navigation

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

FAQPage Schema
How do I set up multi-screen UI navigation in Unity without ad-hoc wiring?

Unity UI navigation is structured by modeling screens as destinations within a NavGraph, loading it into a NavHost, and using a NavController to coordinate transitions and manage the back stack automatically.

Can I customize the AppBar, Drawer, and BottomNavBar for each destination separately?

Yes, per-destination visual customization is achieved by implementing INavVisualController, which dynamically renders visual components like AppBar, Drawer, BottomNavBar, and NavigationRail for specific screens.

What is the best way to manage complex onboarding flows with nested graphs in Unity?

Complex onboarding flows utilize nested NavGraphs combined with global and local actions, allowing structured screen transitions and argument array data passing without creating tangled dependencies.

Does this Unity navigation approach support deep-linking directly to specific screens?

Deep-linking is supported natively by mapping incoming links to specific destinations within the NavGraph, enabling direct routing to targeted onboarding screens or multi-screen flows.

Why does my NavGraph throw an error when loading multiple start destinations?

The navigation system enforces a strict rule of exactly one start destination per NavGraph to prevent ambiguous entry points, ensuring the NavController correctly initializes the back stack.