From godot-prompter
Guides building in-game HUDs in Godot 4.3+ with CanvasLayer for health bars, score displays, minimaps, notifications, and damage numbers using GDScript/C#
npx claudepluginhub jame581/godotprompter --plugin godot-prompterThis skill uses the workspace's default tool permissions.
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
Designs game UI with Unity uGUI: Canvas, RectTransform, Anchors for HUD, health bars, inventory, skill bars. Supports mobile responsive design and Safe Area. Use for game UI, HUD, Canvas setup.
Guides Godot 4.3+ UI development with Control nodes, themes, anchors, containers, and layout patterns using GDScript and C# examples.
Structures HUD and menu implementations for understandable, maintainable UI aligned with UX goals. Useful when HUD complexity grows, UI logic leaks into gameplay, or navigation/state is hard to maintain.
Share bugs, ideas, or general feedback.
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
Related skills: godot-ui for Control node layout and themes, component-system for HealthComponent integration, event-bus for score/notification signals, inventory-system for inventory UI patterns, 2d-essentials for CanvasLayer setup and draw order.
A CanvasLayer renders its children in a fixed screen-space layer that is completely independent of any Camera2D or Camera3D transform. Without it, HUD nodes attached to the scene root still move with the camera when you pan or zoom. Wrapping all HUD nodes in a CanvasLayer (layer ≥ 1) ensures the HUD always stays in place regardless of camera movement.
World (Node2D / Node3D)
├── TileMapLayer ← game world
├── Player (CharacterBody2D)
│ ├── Camera2D
│ ├── HealthComponent
│ └── HurtboxComponent
├── Enemies
└── HUD (CanvasLayer — layer: 1)
├── MarginContainer (anchor: Full Rect — provides edge padding)
│ ├── TopBar (HBoxContainer)
│ │ ├── HealthBarPanel (PanelContainer)
│ │ │ └── HealthBar (TextureProgressBar or ProgressBar)
│ │ └── ScoreLabel (Label)
│ └── BottomBar (HBoxContainer)
│ └── InteractionPrompt (Label — hidden by default)
├── DamageNumbersLayer (Node2D — world-space spawning point)
├── MinimapContainer (SubViewportContainer)
│ └── MinimapViewport (SubViewport)
│ ├── MinimapCamera (Camera2D)
│ └── MinimapWorld (mirrors or references world nodes)
└── NotificationStack (VBoxContainer — anchored top-right)
Key rules:
CanvasLayer. Do not mix HUD nodes into the game world tree.layer = 1 for the main HUD. Use higher values (e.g. 10) for overlays or pause menus that must appear above the HUD.Node2D child of the CanvasLayer and use get_viewport().get_screen_transform() to convert world positions to screen positions.| Node | When to use |
|---|---|
ProgressBar | Prototyping, plain-colour bars |
TextureProgressBar | Pixel-art or stylised bars using sprite sheets |
Both expose min_value, max_value, and value. Set step = 0 so tweening produces a smooth animation rather than snapping to integer steps.
## health_bar.gd — attach to a ProgressBar or TextureProgressBar
class_name HealthBar
extends ProgressBar
## Reference to the HealthComponent this bar tracks.
## Assign in the Inspector or connect programmatically from the HUD root.
@export var health_component: HealthComponent
## Duration (seconds) for the smooth tween on health change.
@export var tween_duration: float = 0.25
var _tween: Tween
func _ready() -> void:
step = 0.0 # allow fractional values for smooth animation
if health_component:
_connect_component(health_component)
## Call this if the HealthComponent is not available at _ready time
## (e.g. the player spawns after the HUD).
func bind(component: HealthComponent) -> void:
if health_component:
health_component.health_changed.disconnect(_on_health_changed)
health_component = component
_connect_component(component)
func _connect_component(component: HealthComponent) -> void:
max_value = component.max_health
value = component.current_health
component.health_changed.connect(_on_health_changed)
func _on_health_changed(current: int, maximum: int) -> void:
max_value = maximum
_animate_to(current)
func _animate_to(target_value: float) -> void:
if _tween:
_tween.kill()
_tween = create_tween()
_tween.set_ease(Tween.EASE_OUT)
_tween.set_trans(Tween.TRANS_QUAD)
_tween.tween_property(self, "value", target_value, tween_duration)
// HealthBar.cs — attach to a ProgressBar or TextureProgressBar
using Godot;
public partial class HealthBar : ProgressBar
{
[Export] public HealthComponent HealthComponent { get; set; }
[Export] public float TweenDuration { get; set; } = 0.25f;
private Tween _tween;
public override void _Ready()
{
Step = 0.0;
if (HealthComponent != null)
ConnectComponent(HealthComponent);
}
/// <summary>Call this when the HealthComponent is not available at _Ready time.</summary>
public void Bind(HealthComponent component)
{
if (HealthComponent != null)
HealthComponent.HealthChanged -= OnHealthChanged;
HealthComponent = component;
ConnectComponent(component);
}
private void ConnectComponent(HealthComponent component)
{
MaxValue = component.MaxHealth;
Value = component.CurrentHealth;
component.HealthChanged += OnHealthChanged;
}
private void OnHealthChanged(int current, int maximum)
{
MaxValue = maximum;
AnimateTo(current);
}
private void AnimateTo(float targetValue)
{
_tween?.Kill();
_tween = CreateTween();
_tween.SetEase(Tween.EaseType.Out);
_tween.SetTrans(Tween.TransitionType.Quad);
_tween.TweenProperty(this, "value", targetValue, TweenDuration);
}
}
Tip: If you use TextureProgressBar, set fill_mode to FILL_LEFT_TO_RIGHT and assign your bar texture to texture_progress. The value / max_value ratio drives how much of the texture is revealed.
## score_display.gd — attach to a Label
class_name ScoreDisplay
extends Label
## Duration (seconds) to count from old to new score value.
@export var count_duration: float = 0.4
var _displayed_score: int = 0
var _tween: Tween
func _ready() -> void:
EventBus.score_changed.connect(_on_score_changed)
text = "0"
func _on_score_changed(new_score: int) -> void:
_animate_counter(_displayed_score, new_score)
func _animate_counter(from: int, to: int) -> void:
if _tween:
_tween.kill()
_tween = create_tween()
_tween.set_ease(Tween.EASE_OUT)
_tween.set_trans(Tween.TRANS_QUAD)
# Tween an intermediate float; update the label text each step.
_tween.tween_method(_set_counter_value, float(from), float(to), count_duration)
func _set_counter_value(value: float) -> void:
_displayed_score = int(value)
text = str(_displayed_score)
// ScoreDisplay.cs — attach to a Label
using Godot;
public partial class ScoreDisplay : Label
{
[Export] public float CountDuration { get; set; } = 0.4f;
private int _displayedScore = 0;
private Tween _tween;
public override void _Ready()
{
EventBus.Instance.ScoreChanged += OnScoreChanged;
Text = "0";
}
private void OnScoreChanged(int newScore)
{
AnimateCounter(_displayedScore, newScore);
}
private void AnimateCounter(int from, int to)
{
_tween?.Kill();
_tween = CreateTween();
_tween.SetEase(Tween.EaseType.Out);
_tween.SetTrans(Tween.TransitionType.Quad);
_tween.TweenMethod(
Callable.From<double>(SetCounterValue),
(double)from,
(double)to,
CountDuration
);
}
private void SetCounterValue(double value)
{
_displayedScore = (int)value;
Text = _displayedScore.ToString();
}
}
EventBus signals needed:
# autoloads/event_bus.gd
signal score_changed(new_score: int)
// EventBus.cs (partial — score signal)
[Signal] public delegate void ScoreChangedEventHandler(int newScore);
Emit from wherever points are awarded:
# Inside a collectible or enemy death handler
EventBus.score_changed.emit(GameState.score)
// Inside a collectible or enemy death handler
EventBus.Instance.EmitSignal(EventBus.SignalName.ScoreChanged, GameState.Score);
Damage numbers are short-lived Label nodes that float upward and fade out. Spawn one per damage event; release it after the tween completes. For high-frequency damage (e.g. rapid-fire weapons) a simple manual pool avoids per-hit allocation.
## damage_number.gd — attach to a Label; root of a small PackedScene
class_name DamageNumber
extends Label
## Pixels to travel upward during the animation.
@export var rise_distance: float = 40.0
## Duration (seconds) for the full rise-and-fade.
@export var lifetime: float = 0.7
## Optional: tint critical hits differently before spawning.
@export var critical_color: Color = Color(1.0, 0.3, 0.1)
@export var normal_color: Color = Color(1.0, 1.0, 1.0)
func show_damage(amount: int, is_critical: bool = false) -> void:
text = str(amount) if not is_critical else "!" + str(amount)
modulate.a = 1.0
add_theme_font_size_override("font_size", 24 if not is_critical else 32)
modulate = critical_color if is_critical else normal_color
_play_animation()
func _play_animation() -> void:
var tween := create_tween()
tween.set_parallel(true)
# Rise upward
tween.tween_property(self, "position:y", position.y - rise_distance, lifetime) \
.set_ease(Tween.EASE_OUT) \
.set_trans(Tween.TRANS_QUAD)
# Fade out (start fading at halfway point)
tween.tween_property(self, "modulate:a", 0.0, lifetime * 0.5) \
.set_delay(lifetime * 0.5) \
.set_ease(Tween.EASE_IN)
tween.finished.connect(queue_free)
// DamageNumber.cs — attach to a Label; root of a small PackedScene
using Godot;
public partial class DamageNumber : Label
{
[Export] public float RiseDistance { get; set; } = 40.0f;
[Export] public float Lifetime { get; set; } = 0.7f;
[Export] public Color CriticalColor { get; set; } = new(1.0f, 0.3f, 0.1f);
[Export] public Color NormalColor { get; set; } = new(1.0f, 1.0f, 1.0f);
public void ShowDamage(int amount, bool isCritical = false)
{
Text = isCritical ? $"!{amount}" : amount.ToString();
Modulate = new Color(Modulate, 1.0f);
AddThemeFontSizeOverride("font_size", isCritical ? 32 : 24);
Modulate = isCritical ? CriticalColor : NormalColor;
PlayAnimation();
}
private void PlayAnimation()
{
var tween = CreateTween();
tween.SetParallel(true);
// Rise upward
tween.TweenProperty(this, "position:y", Position.Y - RiseDistance, Lifetime)
.SetEase(Tween.EaseType.Out)
.SetTrans(Tween.TransitionType.Quad);
// Fade out (start fading at halfway point)
tween.TweenProperty(this, "modulate:a", 0.0f, Lifetime * 0.5f)
.SetDelay(Lifetime * 0.5f)
.SetEase(Tween.EaseType.In);
tween.Finished += QueueFree;
}
}
## damage_number_spawner.gd
extends Node
@export var damage_number_scene: PackedScene
## Simple pool: pre-instantiate a fixed number and recycle them.
## For low-frequency damage, omit pooling and just instantiate directly.
const POOL_SIZE := 20
var _pool: Array[DamageNumber] = []
var _pool_index: int = 0
func _ready() -> void:
for i in POOL_SIZE:
var dn: DamageNumber = damage_number_scene.instantiate()
dn.visible = false
add_child(dn)
_pool.append(dn)
## Call this from any node that receives damage events.
## `world_position` is the attacker or victim's global position in world space.
func spawn(world_position: Vector2, amount: int, is_critical: bool = false) -> void:
# Convert world position to screen space so the label sits above the entity
var screen_pos: Vector2 = get_viewport().get_canvas_transform() * world_position
# Wraps around — if POOL_SIZE is too small, older labels get recycled mid-animation.
var dn := _pool[_pool_index % POOL_SIZE]
_pool_index += 1
dn.position = screen_pos
dn.visible = true
dn.show_damage(amount, is_critical)
// DamageNumberSpawner.cs
using Godot;
public partial class DamageNumberSpawner : Node
{
[Export] public PackedScene DamageNumberScene { get; set; }
private const int PoolSize = 20;
private readonly DamageNumber[] _pool = new DamageNumber[PoolSize];
private int _poolIndex = 0;
public override void _Ready()
{
for (int i = 0; i < PoolSize; i++)
{
var dn = DamageNumberScene.Instantiate<DamageNumber>();
dn.Visible = false;
AddChild(dn);
_pool[i] = dn;
}
}
/// <summary>
/// Call from any node that receives damage events.
/// <paramref name="worldPosition"/> is the attacker or victim's global position.
/// </summary>
public void Spawn(Vector2 worldPosition, int amount, bool isCritical = false)
{
var screenPos = GetViewport().GetCanvasTransform() * worldPosition;
var dn = _pool[_poolIndex % PoolSize];
_poolIndex++;
dn.Position = screenPos;
dn.Visible = true;
dn.ShowDamage(amount, isCritical);
}
}
Connecting to a damage event (GDScript):
# In the HUD root or the DamageNumberSpawner's _ready:
EventBus.damage_dealt.connect(func(pos: Vector2, amount: int, crit: bool) -> void:
$DamageNumbersLayer/DamageNumberSpawner.spawn(pos, amount, crit)
)
Connecting to a damage event (C#):
// In the HUD root or the DamageNumberSpawner's _Ready:
EventBus.Instance.DamageDealt += (Vector2 pos, int amount, bool crit) =>
{
GetNode<DamageNumberSpawner>("DamageNumbersLayer/DamageNumberSpawner")
.Spawn(pos, amount, crit);
};
Pool notes: The simple modular pool above recycles labels before they finish animating if POOL_SIZE is too small. Increase the pool size or skip pooling entirely for games with infrequent hits. A more robust pool tracks which instances are free using a free_list array.
Toast-style notifications appear for a short time then auto-dismiss. A VBoxContainer holds all visible toasts; a max-visible cap drops the oldest when the queue overflows.
## notification_stack.gd — attach to a VBoxContainer anchored to top-right corner
class_name NotificationStack
extends VBoxContainer
@export var notification_scene: PackedScene
@export var max_visible: int = 5
@export var auto_dismiss_time: float = 3.0
var _queue: Array[String] = []
var _active: Array[Control] = []
func _ready() -> void:
# Connect to an EventBus signal, or call push() directly from code.
EventBus.notification_requested.connect(push)
## Enqueue a new notification message.
func push(message: String) -> void:
_queue.append(message)
_flush_queue()
func _flush_queue() -> void:
while _queue.size() > 0 and _active.size() < max_visible:
_show_next()
func _show_next() -> void:
var message: String = _queue.pop_front()
var toast: Control = notification_scene.instantiate()
# Expect the toast scene to have a child Label named "MessageLabel"
toast.get_node("MessageLabel").text = message
toast.modulate.a = 0.0
add_child(toast)
_active.append(toast)
# Fade in
var tween: Tween = create_tween()
tween.tween_property(toast, "modulate:a", 1.0, 0.2)
# Auto-dismiss timer
var timer: Timer = Timer.new()
timer.wait_time = auto_dismiss_time
timer.one_shot = true
toast.add_child(timer)
timer.timeout.connect(_dismiss.bind(toast))
timer.start()
func _dismiss(toast: Control) -> void:
_active.erase(toast)
var tween: Tween = toast.create_tween()
tween.tween_property(toast, "modulate:a", 0.0, 0.2)
tween.finished.connect(func() -> void:
toast.queue_free()
_flush_queue() # Show next queued message if any
)
// NotificationStack.cs — attach to a VBoxContainer
using Godot;
using System.Collections.Generic;
public partial class NotificationStack : VBoxContainer
{
[Export] public PackedScene NotificationScene { get; set; }
[Export] public int MaxVisible { get; set; } = 5;
[Export] public float AutoDismissTime { get; set; } = 3.0f;
private readonly Queue<string> _queue = new();
private readonly List<Control> _active = new();
public override void _Ready()
{
EventBus.Instance.NotificationRequested += Push;
}
public void Push(string message)
{
_queue.Enqueue(message);
FlushQueue();
}
private void FlushQueue()
{
while (_queue.Count > 0 && _active.Count < MaxVisible)
ShowNext();
}
private void ShowNext()
{
string message = _queue.Dequeue();
var toast = NotificationScene.Instantiate<Control>();
toast.GetNode<Label>("MessageLabel").Text = message;
toast.Modulate = new Color(1, 1, 1, 0);
AddChild(toast);
_active.Add(toast);
var tween = CreateTween();
tween.TweenProperty(toast, "modulate:a", 1.0f, 0.2f);
var timer = new Timer { WaitTime = AutoDismissTime, OneShot = true };
toast.AddChild(timer);
timer.Timeout += () => Dismiss(toast);
timer.Start();
}
private void Dismiss(Control toast)
{
_active.Remove(toast);
var tween = toast.CreateTween();
tween.TweenProperty(toast, "modulate:a", 0.0f, 0.2f);
tween.Finished += () =>
{
toast.QueueFree();
FlushQueue();
};
}
}
Toast scene structure:
ToastNotification (PanelContainer)
└── MarginContainer
└── MessageLabel (Label)
EventBus signal needed:
# autoloads/event_bus.gd
signal notification_requested(message: String)
// EventBus.cs (partial — notification signal)
[Signal] public delegate void NotificationRequestedEventHandler(string message);
A minimap renders a simplified view of the world using a second Camera2D inside a SubViewport. The SubViewportContainer displays the result as a texture anywhere in the HUD.
HUD (CanvasLayer)
└── MinimapContainer (SubViewportContainer — custom_minimum_size: 128x128)
└── MinimapViewport (SubViewport — size: 256x256, disable_3d: true)
├── MinimapCamera (Camera2D — zoom: Vector2(0.15, 0.15))
└── (world nodes are rendered via visibility layers — see below)
The SubViewport renders a completely separate view of the world. Rather than duplicating nodes, use Godot's visibility layers to control what each camera sees:
TileMapLayer, environment, and entities to a world layer (e.g. layer 1).Camera2D's cull_mask to show only layer 1.MinimapCamera's cull_mask to show layers 1 + 2, or only layer 2 if you want an abstract minimap.## minimap_camera.gd — attach to the Camera2D inside the SubViewport
extends Camera2D
## The target node the minimap camera tracks (usually the player).
@export var follow_target: Node2D
## How tightly the minimap tracks the target (0 = no follow, 1 = instant snap).
@export var follow_speed: float = 10.0
func _process(delta: float) -> void:
if not follow_target:
return
global_position = global_position.lerp(follow_target.global_position, follow_speed * delta)
// MinimapCamera.cs — attach to the Camera2D inside the SubViewport
using Godot;
public partial class MinimapCamera : Camera2D
{
/// <summary>The target node the minimap camera tracks (usually the player).</summary>
[Export] public Node2D FollowTarget { get; set; }
/// <summary>How tightly the minimap tracks the target (0 = no follow, 1 = instant snap).</summary>
[Export] public float FollowSpeed { get; set; } = 10.0f;
public override void _Process(double delta)
{
if (FollowTarget == null)
return;
GlobalPosition = GlobalPosition.Lerp(FollowTarget.GlobalPosition, FollowSpeed * (float)delta);
}
}
| Property | Recommended value | Reason |
|---|---|---|
size | Vector2i(256, 256) | Internal render resolution; SubViewportContainer scales to display size |
render_target_update_mode | UPDATE_ALWAYS | Keeps the minimap live every frame |
disable_3d | true | Skip 3D rendering overhead for a 2D minimap |
canvas_item_default_texture_filter | TEXTURE_FILTER_NEAREST | Preserves pixel art crispness |
To clip the minimap to a circle, wrap the SubViewportContainer in a TextureRect using a circular mask texture, or apply a shader to the SubViewportContainer:
# Assign a circular mask shader to the SubViewportContainer's material
# Shader (res://shaders/circle_mask.gdshader):
# shader_type canvas_item;
# void fragment() {
# vec2 uv = UV - 0.5;
# float dist = length(uv);
# COLOR = texture(TEXTURE, UV);
# COLOR.a *= step(dist, 0.5);
# }
Show a "Press E to interact" prompt near interactable objects. The prompt can be placed in screen space (always a fixed distance from the actor on screen) or in world space (floats above the object in the game world, moves with camera).
The prompt lives in the HUD CanvasLayer. Its position is updated each frame by converting the interactable's world position to screen coordinates.
## interaction_prompt.gd — attach to a Label or Control inside the HUD CanvasLayer
extends Label
## Pixel offset above the interactable's screen position.
@export var offset: Vector2 = Vector2(0.0, -48.0)
var _target: Node2D = null
func _ready() -> void:
hide()
## Call this when the player enters an interactable's Area2D.
func show_for(target: Node2D, action_name: String = "interact") -> void:
_target = target
var key: String = _get_key_label(action_name)
text = "Press %s to interact" % key
show()
## Call this when the player exits the Area2D.
func hide_prompt() -> void:
_target = null
hide()
func _process(_delta: float) -> void:
if not _target or not visible:
return
# Convert world position → screen position
var screen_pos: Vector2 = get_viewport().get_canvas_transform() * _target.global_position
global_position = screen_pos + offset
func _get_key_label(action_name: String) -> String:
var events: Array[InputEvent] = InputMap.action_get_events(action_name)
for event in events:
if event is InputEventKey:
return event.as_text_physical_keycode()
if event is InputEventJoypadButton:
return event.as_text()
return "[%s]" % action_name
// InteractionPrompt.cs — attach to a Label or Control inside the HUD CanvasLayer
using Godot;
public partial class InteractionPrompt : Label
{
/// <summary>Pixel offset above the interactable's screen position.</summary>
[Export] public Vector2 Offset { get; set; } = new(0.0f, -48.0f);
private Node2D _target;
public override void _Ready()
{
Hide();
}
/// <summary>Call when the player enters an interactable's Area2D.</summary>
public void ShowFor(Node2D target, string actionName = "interact")
{
_target = target;
string key = GetKeyLabel(actionName);
Text = $"Press {key} to interact";
Show();
}
/// <summary>Call when the player exits the Area2D.</summary>
public void HidePrompt()
{
_target = null;
Hide();
}
public override void _Process(double delta)
{
if (_target == null || !Visible)
return;
var screenPos = GetViewport().GetCanvasTransform() * _target.GlobalPosition;
GlobalPosition = screenPos + Offset;
}
private static string GetKeyLabel(string actionName)
{
var events = InputMap.ActionGetEvents(actionName);
foreach (var ev in events)
{
if (ev is InputEventKey key)
return key.AsTextPhysicalKeycode();
if (ev is InputEventJoypadButton btn)
return btn.AsText();
}
return $"[{actionName}]";
}
}
## interactable.gd — attach to an Area2D on the interactable object
extends Area2D
## Group used to find the HUD interaction prompt — set on the Label in the HUD.
const PROMPT_GROUP := "interaction_prompt"
func _ready() -> void:
body_entered.connect(_on_body_entered)
body_exited.connect(_on_body_exited)
func _on_body_entered(body: Node2D) -> void:
if not body.is_in_group("player"):
return
_get_prompt().show_for(self)
func _on_body_exited(body: Node2D) -> void:
if not body.is_in_group("player"):
return
_get_prompt().hide_prompt()
func _get_prompt() -> InteractionPrompt:
return get_tree().get_first_node_in_group(PROMPT_GROUP) as InteractionPrompt
// Interactable.cs — attach to an Area2D on the interactable object
using Godot;
public partial class Interactable : Area2D
{
private const string PromptGroup = "interaction_prompt";
public override void _Ready()
{
BodyEntered += OnBodyEntered;
BodyExited += OnBodyExited;
}
private void OnBodyEntered(Node2D body)
{
if (!body.IsInGroup("player"))
return;
GetPrompt()?.ShowFor(this);
}
private void OnBodyExited(Node2D body)
{
if (!body.IsInGroup("player"))
return;
GetPrompt()?.HidePrompt();
}
private InteractionPrompt GetPrompt()
{
return GetTree().GetFirstNodeInGroup(PromptGroup) as InteractionPrompt;
}
}
World-space alternative: Instead of a HUD Label, add a Label3D (3D) or a Label with top_level = true (2D) directly to the interactable scene. This floats above the object in world space and is naturally occluded by camera zoom or rotation. The trade-off is that it requires a CanvasItem in the world tree rather than the HUD layer, and does not automatically stay in screen bounds.
CanvasLayer with layer >= 1 so they are unaffected by camera transformsProgressBar.step is set to 0.0 for smooth tween animation rather than integer snappingHealthComponent.health_changed signal — does not poll in _process_tween.kill()) before starting a new one so rapid damage does not stack animationstween_method to interpolate the displayed integer — not a jump cutget_viewport().get_canvas_transform()max_visible and re-checks the queue after each dismissalTimer node — not await get_tree().create_timer()SubViewport for minimap has render_target_update_mode = UPDATE_ALWAYSCamera2D zoom and cull mask are configured so only the intended layers are visibleInputMap.action_get_events() is used to display the correct key for the player's current bindingmouse_filter = MOUSE_FILTER_IGNORE to avoid blocking game clicks