Implicit UI — uGUI Essentials: Fill, Grayscale, Hitbox & Text Tools
Bionics
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Five small fixes for Unity UI, each one component away: sliced fills, automatic grayscale, bigger touch areas, matching text sizes and bulk font swaps.Implicit UI is a small set of uGUI improvements built on one rule: adding the component should be enough.No material to drag in, no setup prefab, no manager object in the scene, no central asset to configure.Each feature fixes something you have probably worked around by hand: a health bar whose frame stretchesbecause Unity's Filled image drops Sliced, a button that has to be greyed out from script every time it isdisabled, an icon too small to tap on a phone, three menu labels that auto-size to three different sizes, anda font swap that means opening forty prefabs one by one.Everything works with the components you already have. Implicit Fill reads the Image's own Fill Amount, FillMethod and Fill Origin, so code that animates image.fillAmount keeps working. Implicit Grayscale reads theButton's interactable state. Implicit Text Size Group only lowers each text's auto size maximum, so auto sizestays on and removing the group puts every value back.The package has no dependencies beyond com.unity.ugui, does not use reflection, and ships with full C# source.TextMeshPro is optional: the text features use it when it is installed and work without it. It runs onBuilt-in, URP and HDRP, in Screen Space Overlay, Screen Space Camera and World Space, verified by hand in allthree pipelines and on an Android device.A sample scene for each feature is included, and the source also lives on GitHub, where issues and questionsare welcome. If it saves you an afternoon, you can buy me a coffee at https://ko-fi.com/bionics07 - entirelyoptional, and nothing in the package asks for it.This asset uses Unity's built-in UI-Default shader under the MIT license; see the Third-Party Notices.txtfile in the package for details.Implicit Fill — fills an Image that stays Sliced, Tiled or Simple, so a framed bar keeps its borders while it fills. Every fill method: Horizontal, Vertical, and Radial 90, 180 and 360, clockwise or not, matching what a native Filled image draws. Changing the fill never rebuilds layout.Implicit Grayscale — turns an Image or RawImage gray on its own while its Button is not interactable, with an optional tint over the gray for sepia or cold looks. The gray amount travels in the vertex data, so images with different amounts still batch together. Its inspector shows which button or parent controls it and which images below follow it.Implicit Hitbox — a minimum touch size in dp (48 by default, the size Android recommends), applied while the game runs on top of Unity's own Raycast Padding, plus an alpha hit test that works with padding and with sprite atlases. It warns once instead of on every touch when a texture cannot be read, and enables Read/Write with one click after telling you what it costs in memory.Implicit Text Size Group — every auto-sized text below it takes the smallest size any of them would pick alone, so "OK", "Settings" and "Back to the main menu" stop being three different sizes. Legacy Text and TextMeshPro, mixed. Sizes are measured in the text's own units, so they do not change with the Game view or the device resolution. In the Editor it is a preview: the authored values go back before anything is saved.Font Changer (Tools > Implicit UI > Font Changer) — changes the font of every text in the open scenes or in a folder of prefabs, after a dry run that lists each text with a checkbox. Values a prefab instance inherits stay on the prefab instead of becoming an override on every instance, TextMeshPro materials are checked against the target font, and material presets are kept unless you choose to replace them.Compatibility- Unity 2021.3 and newer. Tested on 2021.3, 2022.3, 6000.0 and 6000.6 on every commit.- Built-in, URP and HDRP, in Screen Space Overlay, Screen Space Camera and World Space.- Dependencies: com.unity.ugui only. TextMeshPro optional.- Full C# source, XML documentation on the public API, no reflection.- 153 automated tests. Verified by hand in the Editor and on an Android device (IL2CPP, ARM64).- One sample scene per feature.- Full source on GitHub, where issues and questions are welcome: https://github.com/bionics07/Implicit-UII used an AI coding assistant (Anthropic's Claude, through Claude Code) as a pair programmer while building this package. It helped draft and refactor C# code, write the automated tests and write the documentation, following my own design decisions and specifications.Every file was reviewed and accepted by me before being committed. Every feature was also verified by hand in the Unity Editor and on an Android device, on top of the 153 automated tests that run on Unity 2021.3, 2022.3, 6000.0 and 6000.6.No AI-generated art, audio, models or textures are included. The sample scenes use Unity's own built-in UI sprites and fonts, and the screenshots are captures of those scenes. No third-party content was generated or reproduced by AI.


