Suggested screen editing workflow

October 31, 2025 · View on GitHub

Create the screen through the assets menu

Create -> UI.Windows -> Create Screen 

Create new layout through the screen's component Layouts tab

Create new scene. Put there prefabs:

  • WindowSystem prefab
  • Created screen prefab
    • Created layout prefab

Now you can build screen according to preferable design

For example: I put 2 WindowLayoutElement blocks into the TestLayout/Element

Then I created inner components and stored them as prefabs

Now I can save layout/screen prefabs changes ignoring components using ✅Apply UI.Windows button:

  • If you use ✅Apply UI.Windows on the screen prefab (derived from LayoutWindowType), screen prefab will be applied ignoring inner layout

  • If you use ✅Apply UI.Windows on the layout prefab (WindowLayout type), layout prefab will be applied ignoring inner components (derived from WindowComponent but excluding WindowLayoutElement components)

  • Button ❌Revert UI.Windows works in the similar way - it reverts prefab's changes, but DON'T remove spawned inner components

Summary

  • You can edit each screen on it's own scene
  • You can apply (or revert) screen/layout prefab changes ignoring inner components
  • You can quickly return back to the screen editing as it's stored in the built state on the editing scene
    • Each time you apply screen/layout prefabs, they are stored without any components garbage