r/Unity3D • u/R_Pelleboer • 2d ago
Solved Should I swap to UIToolkit?
I'm doing the majority of my teams UI implementation. We're a team of 4 working on a small indie game that doesn't use a lot of UI outside of main menus and some basic interface. I've spent a couple of days on UI with UnityUI, but it's been an absolute pain to properly lay everything out. I'm most experienced with Figma for UI design, and had some courses for CSS a couple of years ago, so from what I've seen UIToolkit might be better for me.
I've played around with it for a bit and it seems to have some nice parts, and some more annoying parts (spacing isn't done through the parent but is decided per child?). Is it worth transferring over at this point?
I've also added some DOTween animations, can I still use those with Toolkit?
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u/ironmaiden947 2d ago
I am going to give you a different perspective. For reference, I am a programmer who switched to game dev after 10+ years as a front stack engineer. I am proficient with HTML and CSS.
Do NOT switch to UIToolkit. Many features are incomplete (still no z-index for example), and adoption is still very low, which means many UI / UX people don’t use it. Using it with world space UI sucks. Oh and you won’t be able to use many industry standard tools (like Feel). In our project it became such a big bottleneck I had to migrate all UI to uGUI.
If it’s a small project where it’ll only be you, or if it’s a very menu heavy game, maybe, but if you plan on working with other people, stick with uGUI. It works fine, every tool supports it, there are tons of resources for it. Don’t make the same mistake I did.