Build Godot 4.7 user interfaces with Control nodes: anchors and offsets for responsive layout, Container nodes (VBox/HBox/Grid/Margin) for automatic arrangement, Theme resources for consistent…

Apache-2.0Auto-check passedGame Development

Install Godot UI Control

skills CLI
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-ui-control -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills godot-ui-control --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot/godot-ui-control .claude/skills/godot-ui-control && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
godot-ui-control
GitHub stars
1.4k
Token cost
~1.4k tokens
SKILL.md length
494 words
Files
2 (incl. references)
Skills in repo
53
Repo updated
First seen
Licence
Apache-2.0

At a glance

Build Godot 4.7 user interfaces with Control nodes: anchors and offsets for responsive layout, Container nodes (VBox/HBox/Grid/Margin) for automatic arrangement, Theme resources for consistent…

  • Works in 4 steps: Responsive layout with anchors (code form) → A menu built from containers + button… → Size flags: make one child expand to… → …
  • Laying out a HUD
  • SKILL.md covers When to use, Core workflow, Patterns and Pitfalls, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Godot UI Control is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. Build Godot 4.7 user interfaces with Control nodes: anchors and offsets for responsive layout, Container nodes (VBox/HBox/Grid/Margin) for automatic arrangement, Theme resources for consistent styling, and keyboard/gamepad focus navigation. Use when laying out a HUD, menu, or UI in a Godot project, working with Control/Container nodes, anchors, themes, or focus in a .tscn.

Its SKILL.md is about 1.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/layout-and-theming.md`).

It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: 74 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic… The licence is Apache-2.0.

When your agent uses it

  • Laying out a HUD
  • UI in a Godot project
  • Working with Control/Container nodes
  • Focus in a .tscn

Example prompts

  • “/godot-ui-control”

Workflow steps

4 steps, taken from the step headings in SKILL.md.

  1. Responsive layout with anchors (code form)
  2. A menu built from containers + button signals
  3. Size flags: make one child expand to fill leftover space
  4. Theme override for one node (without a full Theme resource)

What it can do on your machine

Read from SKILL.md and the folder at commit 0a70cfc. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Godot UI Control loads about 1.4k tokens when it runs, and up to ~2.5k if it reads all its reference files. Until then it costs about 98 tokens; SKILL.md has 494 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~98
When it runs · the whole SKILL.md, loaded when a task matches
~1.4k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~2.5k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from gamedev-skills/awesome-gamedev-agent-skills at commit 0a70cfc, republished under its Apache-2.0 licence (© gamedev-skills). 494 words, ~1,440 tokens.

Download SKILL.mdSave it as .claude/skills/godot-ui-control/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
godot-ui-control
description
Build Godot 4.7 user interfaces with Control nodes: anchors and offsets for responsive layout, Container nodes (VBox/HBox/Grid/Margin) for automatic arrangement, Theme resources for consistent styling, and keyboard/gamepad focus navigation. Use when laying out a HUD, menu, or UI in a Godot project, working with Control/Container nodes, anchors, themes, or focus in a .tscn.

Godot UI / Control nodes (4.x)

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 4.7.

When to use

  • Use when building HUDs, menus, inventories, dialog boxes, or settings screens with 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.

Core workflow

  1. Use Control nodes for UI, not Node2D. Controls have a rect (position + size), anchors, and participate in focus/theming.
  2. Anchor for responsiveness. Anchors are fractions (0–1) of the parent rect that the Control's edges stick to. Use the editor's Layout presets (Top-Left, Full Rect, Center, etc.) instead of hand-placing pixels.
  3. Let Containers position children. Put children in a 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).
  4. Style with a Theme. Assign a Theme resource on a top Control; children inherit it. Override per-node with theme overrides only when necessary.
  5. Wire focus so gamepad/keyboard can move between buttons; set a default focused control and define neighbors or rely on auto-neighbor.
  6. Connect signals (pressed, toggled, text_submitted, value_changed).

Patterns

1. Responsive layout with anchors (code form)
gdscript
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
2. A menu built from containers + button signals
gdscript
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()
3. Size flags: make one child expand to fill leftover space
gdscript
# 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
4. Theme override for one node (without a full Theme resource)
gdscript
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"))
Show full SKILL.md (230 more words)Show less

Pitfalls

  • Mixing manual position with Containers. A child of a 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.
  • Anchors vs offsets. Anchors are fractions of the parent; offsets are pixel deltas from the anchored point. Set anchors via presets, then nudge with offsets. Setting only position while anchors are at 0 makes UI not scale with the window.
  • Node2D for UI. Buttons/labels parented under a Node2D won't theme or take focus correctly. Keep UI under a CanvasLayer/Control subtree.
  • Focus lost on gamepad. If nothing is focused, directional input does nothing. Call grab_focus() on an initial control and ensure focus_mode is not FOCUS_NONE.
  • Theme vs theme override. A 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.

References

  • For the anchor/offset math, every Container type, building/extending Theme and StyleBox resources, focus neighbor wiring, and 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.

© gamedev-skills, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file (references) in skills/godot/godot-ui-control of gamedev-skills/awesome-gamedev-agent-skills.

  • SKILL.md
  • references/layout-and-theming.md

Open the folder on GitHubat commit 0a70cfc

Compare with similar skills

Godot UI Control next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Godot UI Control compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot UI Control this skillgamedev-skills/awesome-gamedev-agent-skills1.4k—~1.4kAutomated safety check: PassApache-2.0
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Godot UI Integrationzimo-xiao-zheng/godot-ui-integration285—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT
AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill297—~1.1kAutomated safety check: PassMIT

Similar skills

  • Godot Gdscript Patterns

    925236118/AlphaAgent

    Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.

    103 GitHub starsUsed in 10 repos~5k tokens
    Game DevelopmentAuto-check passed
  • 2D Map and Scene Generator

    0x0funky/agent-sprite-forge

    Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.

    4.4k GitHub stars~2.9k tokensUpdated 5 days ago
    Game DevelopmentAuto-check passed
  • Godot UI Integration

    zimo-xiao-zheng/godot-ui-integration

    Build or revise Godot UI from an approved design, separated art, or a visual reference when scene structure, gameplay binding, and runtime visual verification all matter.

    285 GitHub stars~1.5k tokensUpdated 1 mo ago
    Game DevelopmentAuto-check passed
  • Godot Wechat Minigame Adapter

    godothub/godot-minigame

    Apply the bundled self-contained Godot WeChat Mini Game adapter kit to an official Godot checkout.

    187 GitHub stars~1.5k tokensUpdated 26 days ago
    Game DevelopmentAuto-check passed
  • AI Game Art Pipeline

    ybuild-ai/ai-game-art-pipeline-skill

    Provider-neutral open-source skill for planning and producing game-runtime art assets and animation: static props/icons, canonical character sheets, combat sprites, 3D/video motion references…

    297 GitHub stars~1.1k tokensUpdated 3 mo ago
    Game DevelopmentAuto-check passed
  • MCP Driver

    RandallLiuXin/GodotMaker

    Runtime debugging and live project inspection via godot-mcp.

    550 GitHub starsUsed in 1 repo~1.1k tokens
    Game DevelopmentAuto-check passed

More from gamedev-skills/awesome-gamedev-agent-skills

All 53 skills in this repo
  • Create Game Assets

    gamedev-skills/awesome-gamedev-agent-skills

    Plan, generate, source, normalize, and validate cohesive visual game assets.

    1.4k GitHub stars~2k tokensUpdated 2 days ago
    Auto-check passed
  • Roblox UI

    gamedev-skills/awesome-gamedev-agent-skills

    Build production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion…

    1.4k GitHub stars~2.9k tokensUpdated 2 days ago
    Auto-check passed
  • AI Behavior Trees Utility AI

    gamedev-skills/awesome-gamedev-agent-skills

    Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential…

    1.4k GitHub stars~2k tokensUpdated 2 days ago
    Auto-check passed
  • Bevy Ecs

    gamedev-skills/awesome-gamedev-agent-skills

    Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the…

    1.4k GitHub stars~2.5k tokensUpdated 2 days ago
    Auto-check passed
  • Card Game

    gamedev-skills/awesome-gamedev-agent-skills

    Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution.

    1.4k GitHub stars~1.6k tokensUpdated 2 days ago
    Auto-check passed
  • Fps Shooter

    gamedev-skills/awesome-gamedev-agent-skills

    Build a first-person shooter: move+mouse-look controller, hitscan or projectile shooting, weapons, health, and enemy AI.

    1.4k GitHub stars~1.5k tokensUpdated 2 days ago
    Auto-check passed

Works with

Questions about Godot UI Control

What does Godot UI Control do?

Build Godot 4.7 user interfaces with Control nodes: anchors and offsets for responsive layout, Container nodes (VBox/HBox/Grid/Margin) for automatic arrangement, Theme resources for consistent…. Godot UI Control is an agent skill from gamedev-skills/awesome-gamedev-agent-skills.7 user interfaces with Control nodes: anchors and offsets for responsive layout, Container nodes (VBox/HBox/Grid/Margin) for automatic arrangement, Theme resources for consistent styling, and keyboard/gamepad focus navigation.

When should I use Godot UI Control?

Godot UI Control fits situations like: laying out a HUD; UI in a Godot project; working with Control/Container nodes; focus in a .tscn.

How do I install Godot UI Control in Claude Code?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-ui-control -a claude-code`. Or copy the skill folder (skills/godot/godot-ui-control in gamedev-skills/awesome-gamedev-agent-skills) into .claude/skills/godot-ui-control in your project. Claude Code loads it when a task matches its description.

How do I install Godot UI Control in Codex?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-ui-control -a codex`. Or copy the skill folder (skills/godot/godot-ui-control in gamedev-skills/awesome-gamedev-agent-skills) into .agents/skills/godot-ui-control in your project. Codex loads it when a task matches its description.

Can I use Godot UI Control in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-ui-control -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/godot-ui-control, .gemini/skills/godot-ui-control, .github/skills/godot-ui-control and .opencode/skills/godot-ui-control in your project.

What does Godot UI Control need to run?

SKILL.md names no scripts, command-line tools or credentials: Godot UI Control is instructions for the agent only.

Does Godot UI Control access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Godot UI Control safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Godot UI Control use?

Godot UI Control is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot UI Control use?

About 1.4k tokens (SKILL.md is roughly 5.8k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1k tokens, read only when the agent opens those files.

What are the alternatives to Godot UI Control?

Skills that share tags, products or a category with Godot UI Control: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 285 stars) and Godot Wechat Minigame Adapter (godothub/godot-minigame, 187 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot UI Control?

gamedev-skills (a GitHub organization) maintains it in gamedev-skills/awesome-gamedev-agent-skills, which has 1,389 GitHub stars. The repository holds 53 skills in this directory. The repository was last updated on October 9, 2026.

Source: gamedev-skills/awesome-gamedev-agent-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.