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Menu and windows ​

Everything AUI adds to the Unity editor.

The AUI menu ​

ItemWhat it does
AUI/Previewopens the live preview window (see below)
AUI/Rebuild All Viewsqueues every .aui and builds them, even when unchanged
AUI/Rebuild Language Tablemerges the language files onto the scene's service, creating it if absent
AUI/Rebuild Input Panel(re)builds the invisible keyboard targets for <input>: the text field and VRChat's URL field
AUI/Bake Fontsbakes atlases for exactly the glyphs the language files use, then rebuilds views
AUI/Auto-build Viewsa toggle. Off means saved views queue instead of building
AUI/Validatecompiles every view and prints every diagnostic
AUI/Create Settingscreates and selects Assets/AUI/AuiSettings.asset
AUI/Create missing program assetscreates the sibling UdonSharp program asset each view needs
AUI/Open Package Folderreveals the resolved package root
AUI/Generate Spritesregenerates the package's 9-slice PNGs
AUI/Reimport Iconsreimports the SVG icon set with the right import settings

The four you will use routinely are Preview, Rebuild All Views, Bake Fonts and Validate.

Auto-build off

Useful while restructuring several views at once: saves queue up instead of triggering builds and domain reloads, and the preview window shows how many are waiting. Turn it back on, or run Rebuild All Views, when you are done.

Creating files ​

Right-click in the Project window:

ItemCreates
Create/AUI/ViewName.aui with name already filled in
Create/AUI/View with Stylesheetthat, plus a sibling Name.auis
Create/AUI/StylesheetName.auis alone

You type the name first because a view's name attribute must equal the file stem and be a valid C# identifier.

The view inspector ​

Selecting a view prefab or its scene instance shows a compact inspector:

Demo.aui: 37 elements, 16 signals, build a3f19c2

with Rebuild view, Open .aui and Open .cs buttons.

Only the fields you declared in your .cs half are shown. All the baked wiring is hidden, so the inspector stays useful for setting the scene references your handlers need.

If you instead see hundreds of arrays, the view was built by an older version. Rebuild it.

Preview ​

AUI/Preview builds a view as plain uGUI in the open scene, straight from the files on disk, a moment after you save: no import, no generated code, no UdonSharp, no prefab. It works while Unity is unfocused, so you can keep the editor on one monitor and your editor on the other.

It deliberately avoids Undo and SetDirty, so a prototyping session closes without a save prompt.

Controls ​

SectionWhat it offers
Viewpick the view, or Follow selection
LiveLive/Off, Rebuild now, Frame
Languagepreview in any shipped language, or the default
Follow editsshows whichever page or popup contains the element you are editing
Pickable in scenelets you click the preview in the scene view
Shownforce any page, select popup or modal visible
PrefabBuild prefab, and Auto-build prefabs, with a count of views waiting
Diagnosticsclickable, opening the file at the line

It also shows the compile and build timings.

The Shown section is the part worth remembering: it is how you inspect a hover popup, a modal or a page you would otherwise have to enter play mode to reach.

Console output ​

Diagnostics are clickable and formatted [AUI] path:line:col code: message. See diagnostics.

Each build drain reports where the time went:

[AUI] drain: 3 view(s), 1 built, 412 ms (scan 0, compile 96 with 2 cached, udonsharp 210, build 106)

udonsharp is paid once per drain and only when a view is new; build is the prefab work.

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