From genres
Builds responsive Godot 4.x UI with Control anchors, Container nodes, Theme resources, and focus navigation. Use for HUDs, menus, and dialogs.
How this skill is triggered — by the user, by Claude, or both
Slash command
/genres:godot-ui-controlThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Lay out responsive UI with `Control` anchors and `Container` nodes, style it with a
Lay out responsive UI with Control anchors and Container nodes, style it with a
Theme, and make it navigable by keyboard and gamepad. Targets Godot 4.3+.
Control-derived nodes; arranging UI that adapts to window size; theming; or wiring
focus navigation for controller/keyboard.When not to use: in-world 2D nodes (Node2D/sprites) → godot-nodes-scenes;
animating UI transitions → godot-animation (Tween); genre UIs like card hands →
card-game/visual-novel. For full input rebinding → input-systems.
Control nodes for UI, not Node2D. Controls have a rect (position + size),
anchors, and participate in focus/theming.VBoxContainer,
HBoxContainer, GridContainer, MarginContainer, etc. — the container sets their
position/size; you control flow with size_flags. Don't set child anchors inside a
container (it overrides them).Theme. Assign a Theme resource on a top Control; children inherit
it. Override per-node with theme overrides only when necessary.pressed, toggled, text_submitted, value_changed).extends Control
func _ready() -> void:
# Stretch this panel to fill its parent (equivalent to the "Full Rect" preset).
anchors_preset = Control.PRESET_FULL_RECT
# Or set anchors manually: all four edges at the parent's far corners.
# anchor_left = 0; anchor_top = 0; anchor_right = 1; anchor_bottom = 1
extends VBoxContainer # children stack vertically, auto-sized
func _ready() -> void:
for child in get_children():
if child is Button:
child.pressed.connect(_on_button_pressed.bind(child.name))
# Give the first button focus so a gamepad can navigate immediately.
if get_child_count() > 0:
(get_child(0) as Control).grab_focus()
func _on_button_pressed(which: StringName) -> void:
match which:
"PlayButton": get_tree().change_scene_to_file("res://game.tscn")
"QuitButton": get_tree().quit()
# In a HBoxContainer: a label on the left, a spacer that eats remaining width.
func _ready() -> void:
$Label.size_flags_horizontal = Control.SIZE_SHRINK_BEGIN
$Spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL # grows to fill
func _ready() -> void:
# Per-node overrides: use add_theme_* (type-specific setters).
$Title.add_theme_font_size_override("font_size", 32)
$Title.add_theme_color_override("font_color", Color.GOLD)
$Panel.add_theme_stylebox_override("panel", preload("res://ui/panel.stylebox.tres"))
Container cannot set its own
position/anchors — the container owns layout. To free-place, take the node out of the
container or use a plain Control/PanelContainer wrapper.Node2D for UI. Buttons/labels parented under a Node2D won't theme or take focus
correctly. Keep UI under a CanvasLayer/Control subtree.grab_focus() on an initial control and ensure focus_mode is not FOCUS_NONE.Theme resource styles a whole subtree; add_theme_*
overrides one node. Overusing per-node overrides defeats centralized theming.rect_* properties are renamed. Godot 3's rect_size/rect_position/rect_min_size
are now size/position/custom_minimum_size in 4.x.mouse_filter on a full-rect Control can swallow clicks meant for nodes beneath it;
set MOUSE_FILTER_IGNORE on purely decorative panels.CanvasLayer for HUDs, read
references/layout-and-theming.md.game-ui-ux — cross-engine UI/UX: responsive scaling, safe areas, focus navigation, screen flow.godot-animation — Tween-based UI transitions and juicing.godot-signals-groups — connecting UI events to game logic.input-systems — rebindable input and multi-device focus.card-game / visual-novel — UI-heavy genre templates.npx claudepluginhub gamedev-skills/awesome-gamedev-agent-skills --plugin workflowsProvides expert guidance on Godot UI using Control nodes, themes, styling, responsive layouts, and patterns for menus, HUDs, inventories, dialogues. Use for UI/menu creation or styling.
Builds Godot UI layouts with Control nodes, containers, anchors, and themes. Useful when creating menus, HUDs, or any in-game interface.
Builds Godot UI — menus, HUDs, health bars, dialogs — using Control nodes, containers, anchors, and theme styling via Summer Engine commands.