Figma-style sizing + CSS Grid
Hug, Fill, Fixed, Percent, AspectRatio. The same primitives Figma uses, plus a real Grid with template tracks, repeat(), spans, dense packing, and auto-flow.
Coexists with Unity’s LayoutGroup stack. Drop it onto one screen and port the rest at your own pace, or build new UIs from scratch with a sizing model designers already think in. No rewrite required.
Figma-style sizing + CSS Grid
Hug, Fill, Fixed, Percent, AspectRatio. The same primitives Figma uses, plus a real Grid with template tracks, repeat(), spans, dense packing, and auto-flow.
Six sizing modes
Pixels, Hug, Fill, Percentage, AspectRatio, TextSize (intrinsic text bounds). Set per axis.
Burst-compiled core, incremental rebuilds
The core layout algorithm runs on Burst with persistent NativeArrays. Zero allocations during calculation. LayoutIslands mean a leaf change doesn’t recompute the world. (uGUI’s own RectTransform writes still allocate; that’s Unity’s code, not ours.)
Headless engine, multiple adapters
The layout engine doesn’t know what it’s laying out. uGUI ships today. IMGUI and UI Toolkit adapters are in design, sharing the same engine.
Drop-in components
ScrollView, ListView, GridView, Carousel, Dropdown, ProgressBar. All pooled, virtualized, and aware of the layout engine.
Found a bug? One click.
Right-click any AutoLayout component → Report a Bug. The issue auto-fills with your layout YAML so I can reproduce what you saw.
The AutoUI builder constructs UI hierarchies in code without manual GameObject setup:
using AutoLayoutPRO.Builder;
AutoUI.Create(transform) .Column().Padding(16).Gap(8) .Children( AutoUI.Create().Row().Gap(8).Children( AutoUI.Create().Text("My App", 24f), AutoUI.Create().WidthFill(), // spacer AutoUI.Create().Text("Settings") ), AutoUI.Create() .WidthFill().HeightFill() .Background(new Color(0.95f, 0.95f, 0.95f)) .Text("Hello world") ) .Build();Builders are pooled. After warmup, building a 100-node UI is roughly zero allocations.