What problem does it solve? Building HUDs, buttons, and panels in the classic-wgl Rust engine requires coordinating ECS entities, layout math, rendering, and mouse colliders by hand. This Skill documents the UIManager's retained-mode layout system so you can create, position, and wire interactive UI elements correctly without reverse-engineering the engine. ## Core Features & Use Cases - Factory Methods: Spawn containers, SDF text, flex-like arrays, padding wrappers, sprites, and composite buttons via UIManager helpers that auto-register names and mark layout dirty. - Anchor-Based Layout: Position children with nine UiAnchor variants, scroll offsets, and clip rectangles through the measure-and-position pipeline. - Collider & Hover Integration: Sync UI colliders with PhysicsProvider each frame, get hover highlighting, click callbacks with priority, and click consumption. - Use Case: Add an editor tool panel by spawning a container, stacking buttons in a vertical array, wiring click_action closures, and calling set_button_base_color when toggling editor modes. ## Quick Start Ask the assistant to spawn a button with SDF text and a click handler using the classic-wgl UIManager, then explain how the layout refresh and collider sync keep it interactive each frame.