Flexbox + CSS Grid
Row, Column, Wrap, and full Grid with template tracks, repeat(), spans, dense packing, and auto-flow. Familiar to web developers; native to Figma users.
A drop-in replacement for Unity’s LayoutGroup + ContentSizeFitter + LayoutElement stack — with the sizing model designers actually want and the performance large UIs need.
Flexbox + CSS Grid
Row, Column, Wrap, and full Grid with template tracks, repeat(), spans, dense packing, and auto-flow. Familiar to web developers; native to Figma users.
Six sizing modes
Pixels, Hug, Fill, Percentage, AspectRatio, and Raw (intrinsic text/image). Set per axis. Resolves the way you’d expect from any modern UI framework.
Zero GC, Burst-compiled
The layout engine runs on Burst with persistent NativeArrays. Incremental rebuilds via LayoutIslands mean a leaf-node change doesn’t recompute the world.
Drop-in components
ScrollView, ListView, GridView, Carousel, Dropdown, ProgressBar — all pooled, virtualized, and aware of the layout engine.
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.