uGUI Layout Doctor – Explain Broken Layouts
Explain who drives each uGUI width and height, inspect nine conflict and risk categories, and export bilingual actionable reports without changing scenes or Prefabs.
by JIALiiii
Price History +
When a uGUI hierarchy collapses to zero, overflows its parent, or changes after a layout rebuild, the visible symptom rarely explains who controls the final size.
uGUI Layout Doctor is a read-only Unity Editor tool for inspecting the current layout state. Scan a selected hierarchy, every loaded scene, or one selected Prefab asset. Each finding identifies the object, affected axis, observed value, available driver information, cause, and exactly three ordered inspection and fix steps. The interface, causes, steps, and exports are available in English and Simplified Chinese.
What it diagnoses:
- Zero or non-finite width and height
- LayoutGroup conflicts with ContentSizeFitter or AspectRatioFitter
- Invalid separated-anchor parent context
- Non-unit scale inside automatic-layout chains
- Transformed child bounds exceeding the parent, with Mask context
- Stretched anchors retaining fixed combined offsets
- Inactive objects that may hold pre-rebuild rectangles
- Layout-related Prefab overrides
Deterministic conflicts and heuristic risks are clearly separated. Heuristic findings are evidence to inspect, not claims that the layout is necessarily broken.
Results include rule ID, severity, confidence, full indexed object path, affected axis, observed value, driver chain, cause, and three ordered next steps. Double-click a result to locate the object, then export Markdown or deterministic bilingual JSON v2 evidence.
Read-only by design: the scanner does not save scenes, Prefabs, or project settings and does not provide automatic fixes. It includes no cloud service, telemetry, runtime injection, reflection, or internal Unity API use.
Scope: edit-time uGUI analysis only. It is not a runtime causal trace, performance profiler, UI Toolkit analyzer, or automatic repair tool. Business scripts, animation, localization, fonts, asynchronous loading, and engine behavior can change a layout after the captured editor state.