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:
WindowSystemprefab- 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.Windowson the screen prefab (derived fromLayoutWindowType), screen prefab will be applied ignoring inner layout -
If you use
✅Apply UI.Windowson the layout prefab (WindowLayouttype), layout prefab will be applied ignoring inner components (derived fromWindowComponentbut excludingWindowLayoutElementcomponents) -
Button
❌Revert UI.Windowsworks 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