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Overview

User interface (UI) copy is all the user-facing text in an interface, such as buttons, titles, error messages, and notifications.

User interfaces speak to users through UI copy, and UI copy allows users to speak back by guiding them to the desired action.

For example, in a confirmation dialog, the question “Download package?” asks the user if they want to move forward with an action. This question would be followed by a button, “Download package,” that allows the user to confirm the action.

When a person interacts with a UI, they’re in conversation with it. This conversation influences the person’s feelings about the UI. If UI copy is useful, easily scanned, and action-oriented, users can more easily navigate, explore, and troubleshoot, and they’ll feel better about using the product.

Principles

Writing principles for UI copy

Without UI copy, users wouldn't be able to use or interact with applications. But writing UI copy without considering the user-facing impact of each word is almost as bad as having no UI copy at all.

Because words are the most familiar aspect of a UI, users look to them first for guidance. UI copy that is clear, consistent, and concise results in a product that feels helpful and earns trust. UI copy that is confusing, unpredictable, and text-heavy leaves users feeling lost and frustrated.

The purpose of these guidelines is to promote best practices for UI copy in the Unity Editor and to drive for alignment between the UX writers and technical writers who write UI copy at Unity.

UI copy is not easy to write: it involves very few words that must convey complex concepts at a glance. Clear guidelines make writing UI copy easier and more efficient and increase the quality of our UI for our users.

Universal guidelines for UI copy​

Each line of UI copy contributes to the overall voice of the Unity Editor. The characteristics of a product’s voice impact how users feel when using the product. A clear, consistent, and delightful product voice is a powerful differentiator.

All UI copy must be:

  • Clear
  • Concise
  • Consistent
  • Action-oriented
  • User-centric
  • Inclusive

Quality Check

To ensure that your UI copy has these qualities, read your UI copy and ask yourself the following questions:

Qualities
Questions
Clear
Are all words simple, common, and familiar to users? Are all technical terms explained by tooltips or descriptions? Would a non-native English speaker understand it?
Concise
Are all sentences, phrases, and paragraphs scannable? Are buttons limited to 3 words or less?
Action-oriented
Do all buttons / CTAs clarify the outcome of using them? Do error messages provide one or more solutions?
User-centric
Have all references to Unity and “we” been reformatted into “you” and “your” to match the perspective of the user?
Inclusive
Is the tone professional and conversational?

Control labels

Clickable controls that initiate an action or change a condition need clear and actionable copy.

Format

For readability, limit buttons to 1 or 2 words, maximum 3.

When pairing a button with a single-action instruction, match the button's wording to the title. This parallelism adds clarity.

For example:

  • Title: Download package?
  • Button: Download Package

Word choice​​

  • Lead with strong verbs that invite a specific action, such as “Download <file>” or “Import <file>.
  • For example, “Download Package” is clearer than “Download.”
  • Use simple, common, specific phrases that are familiar to the user.
  • Avoid unnecessary words and articles such as “the,” “an,” or “a.”
Incorrect
Correct
Download the package
Download Package
Import
Import Data
Save
Save File
Create
Create Component

Capitalization style

Use consistent capitalization to make Editor UI labels easy to scan and understand.

Title case

Title case is a capitalization style commonly used for titles, headings, and subheadings. In title case, the first and last words of the title are capitalized, along with major words (nouns, verbs, adjectives, adverbs, pronouns, and some conjunctions). Minor words, such as articles (a, an, the) and short prepositions (to, with, for, at), are usually lowercase unless they appear at the beginning or end of the title.

Use title case for most UI text and proper names.
Use title case for elements such as labels, titles, buttons and menu items.

For example:

  • Package Manager
  • Create Material
  • Open a Project
  • Enable Collision Detection

Sentence case

Sentence case is a capitalization style in which only the first word of a sentence, heading, or title is capitalized, along with any proper nouns. This style is commonly used for body content.

Use sentence case for messages and instructions that use complete sentences, such as tooltips, dialog text and help boxes messages.
When using sentence case, capitalize only the first word, proper nouns, trademarked brand names, standalone product names, and official Unity feature or platform names.

Most software features are common nouns and should remain lowercase unless they are official proper nouns. For example, use Editor when referring to the Unity Editor as a standalone product or platform, but use splines when referring to the general feature or concept.

For example:

  • Tooltip: Occlusion Culling means that objects that are hidden behind other objects are not rendered, for example if they are behind walls.
  • Help box: "See the occlusion culling visualization in the Scene View based on the selected Camera."
  • Dialog message:"This project contains packages with errors and you may want to update or replace them."

Camel case / Pascal case

Camel case is a way of writing phrases without spaces, where the first letter of each word is capitalized, except for the first letter of the entire compound word, which may be either upper or lower case.

Avoid camel case in user-facing Editor UI copy, unless it appears in code, API names, file names, package identifiers, or other technical references that must match exactly.

Camel case can be difficult to scan in UI labels and messages. Prefer title case or sentence case instead, depending on the UI element.

For example:

  • Use SetActive to activate or deactivate a GameObject.
  • Rename the assetBundle before building.

All caps

All caps means writing or typing every letter in uppercase (capital letters) rather than using small (lowercase) letters.
Avoid using all caps for emphasis, except where required by an acronym, or technical term.

Why avoid all caps:

  • Reduced readability: Uniform shapes strip away the distinct word contours created by lowercase ascenders and descenders.
  • Visual fatigue: Large blocks of capital letters strain the eyes of readers over long paragraphs.
  • Professional tone: In text messages, emails, or social media, typing in all caps is treated as the visual equivalent of shouting or being loud. Professional editors suggest using italics instead of all caps for emphasis.


Examples of all caps usage:

  • CPU
  • GPU
  • HDRP

Incorrect and correct examples:

UI element
Incorrect
Correct
Help box
See The Occlusion Culling Visualization In The Scene View Based On The Selected Camera.
See the occlusion culling visualization in the Scene View based on the selected Camera.
Help box
Create a Spline in the Scene view.
Create a spline in the Scene view.
Label
Enable hdr
Enable HDR
Label
Texture import settings
Texture Import Settings
Error message
Failed To Load Package Dependencies.
Failed to load package dependencies.
Button
OPEN PROJECT
Open Project

Empty states

  • Empty states are used when a list, table, chart, or other UI element has no items to display.
  • When a feature has not yet been used, an empty state can populate its otherwise empty window to help explain its functionality and invite the user to use it.
  • Empty states set expectations and build excitement while indicating that the space is empty for a reason.

Format

  • State the purpose of the action first, so that users quickly know whether to take the action or continue reading. For example: “To edit this spline, …
  • Provide a one-line description and, optionally, a button.
  • Use one call-to-action button for the most important action that users must take.

Word choice​​

  • Whenever possible, lead with action verbs that state the goal.
  • Explain or provide the first step needed to activate the product or feature. Try to provide only the first step.
  • In buttons, avoid unnecessary words and articles such as “the,” “an,” or “a.”
  • Be encouraging. Don’t make users feel guilty because they haven’t used the feature.


Example UI copy for empty states:

Incorrect
Correct
Use the Spline Edit Mode in the Scene Tools Overlay to edit this spline.
To edit this spline, use the Spline Edit Mode in the Scene Tools Overlay.