What problem does it solve? Game UI work often breaks down into screens that open on top of each other, interfaces that only work with a mouse, HUDs that poll values every frame, and layouts that fall apart at different aspect ratios. This Skill provides a consistent architecture for screens, menus, HUD, and transitions in Unity so these problems are prevented by design rather than patched later. ## Core Features & Use Cases - Screen architecture: One prefab per screen, explicit game states (title, game, pause, death), and transitions managed in a single place so two screens never open simultaneously. - Scaling and layout: Canvas Scaler configuration, anchor-based positioning, safe-area margins, and TextMeshPro fonts so the interface holds up across resolutions. - Focus and input: Explicit focus on screen open, defined navigation between elements, working back navigation, and input scheme switching between gameplay and menus. - Event-driven HUD: HUD subscribes to change events instead of polling in Update, with mandatory unsubscription and smoothing for fast-changing values. - Use Case: When adding a pause menu to a Unity game, apply this Skill to wire the pause state, freeze game time without freezing menu animations, set focus on the resume button, and restore the exact previous time scale on exit. ## Quick Start Apply the ui-flow skill to review or build the pause menu and HUD for my Unity game, checking state transitions, focus, and event-driven updates.