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AutoLayout PRO

Build Unity UIs the way you'd build them in Figma.

Why AutoLayout PRO

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.

A taste of the API

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.

Explore the docs

Docs for AutoLayout PRO v0.9.0 · beta Changelog