A skill your agent uses to find and fix undisciplined Control-node UI in a Godot project — spacing that follows no ladder, font sizes with no modular scale, near-duplicate colours, and text that…

Apache-2.0Auto-check passedFrontend & Design

Install UI Theme QA

skills CLI
$ npx skills add hashgraph-online/awesome-codex-plugins --skill ui-theme-qa -a claude-code

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

GitHub CLI
$ gh skill install hashgraph-online/awesome-codex-plugins ui-theme-qa --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/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .claude/skills && cp -r skills-src/plugins/NotNull92/hera-agent-godot/skills/ui-theme-qa .claude/skills/ui-theme-qa && 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
ui-theme-qa
GitHub stars
1.2k
Token cost
~1.8k tokens
SKILL.md length
857 words
Files
3 (incl. references)
Skills in repo
686
Repo updated
First seen
Licence
Apache-2.0

At a glance

A skill your agent uses to find and fix undisciplined Control-node UI in a Godot project — spacing that follows no ladder, font sizes with no modular scale, near-duplicate colours, and text that…

  • Works in 6 steps: Prep → Inspect (parallel, static, read-only) → Report → …
  • Find and fix undisciplined Control-node UI in a Godot project — spacing that follows no ladder
  • SKILL.md covers 0. Prep, 1. Inspect (parallel, static,…, 2. Report and 3. Enforce (sequential:…, plus 5 more sections
  • Calls node and python3

What it does

UI Theme QA is an agent skill from hashgraph-online/awesome-codex-plugins. Use this skill to find and fix undisciplined Control-node UI in a Godot project — spacing that follows no ladder, font sizes with no modular scale, near-duplicate colours, and text that fails WCAG contrast — by measuring the live editor with the hera-godot CLI and snapping theme tokens to a reference corpus. It also reports (without changing) inert container wrappers and decorative nodes. Triggers: "clean up the UI spacing/type/contrast", "the UI values look arbitrary", "tidy the Godot UI", "check UI contrast"…

Its SKILL.md is about 1.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/reference-corpus.md` and `references/ui-theme-areas.md`).

It sits in Frontend & Design, covering Game development, Design tokens and UI design. It works with Godot. The repository describes itself as: A curated list of awesome OpenAI Codex / ChatGPT plugins, skills, and resources. The 1 Codex Marketplace. See live plugins at: https://hol.org/plugins/best-codex-plugins. The licence is Apache-2.0.

When your agent uses it

  • Find and fix undisciplined Control-node UI in a Godot project — spacing that follows no ladder
  • Font sizes with no modular scale
  • Near-duplicate colours
  • Text that fails WCAG contrast — by measuring the live editor with the hera-godot CLI and snapping theme tokens to a reference corpus

Example prompts

  • “clean up the UI spacing/type/contrast”
  • “the UI values look arbitrary”
  • “tidy the Godot UI”
  • “/ui-theme-qa”

Requirements

  • Python 3

Workflow steps

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

  1. Prep
  2. Inspect (parallel, static, read-only)
  3. Report
  4. Enforce (sequential: spacing → type-scale → color → contrast)
  5. Re-inspect (fresh, parallel)
  6. Render QA (confirmation only)

What it can do on your machine

Read from SKILL.md and the folder at commit 78497e5. 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

    Shell commands in SKILL.md call:

    • node
    • python3

    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

UI Theme QA loads about 1.8k tokens when it runs, and up to ~6.9k if it reads all its reference files. Until then it costs about 177 tokens; SKILL.md has 857 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~177
When it runs · the whole SKILL.md, loaded when a task matches
~1.8k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~6.9k

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 hashgraph-online/awesome-codex-plugins at commit 78497e5, republished under its Apache-2.0 licence (© hashgraph-online). 857 words, ~1,750 tokens.

Download SKILL.mdSave it as .claude/skills/ui-theme-qa/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
ui-theme-qa
description
Use this skill to find and fix undisciplined Control-node UI in a Godot project — spacing that follows no ladder, font sizes with no modular scale, near-duplicate colours, and text that fails WCAG contrast — by measuring the live editor with the `hera-godot` CLI and snapping theme tokens to a reference corpus. It also reports (without changing) inert container wrappers and decorative nodes. Triggers: "clean up the UI spacing/type/contrast", "the UI values look arbitrary", "tidy the Godot UI", "check UI contrast", or any request to mechanically remove statistical UI-design defects without a redesign. Reductive only; edits per-node theme overrides (undoable), never copy or layout content.
<!-- markdownlint-disable MD013 -->

UI Theme QA (Godot, reductive)

Mechanically remove statistical design defects from a live Godot editor, over Control nodes. It does not redesign: it snaps theme tokens to a reference corpus and never touches copy, information order, or layout structure.

Six areas, split by what they may do:

areaseffect
enforcingspacing · type-scale · color · contrastset theme_override_* (undoable)
report-onlycontainers · decorationproposals in the report; no mutation

The report-only pair would have to delete or re-parent nodes, which cannot be decided mechanically — a node that looks decorative may be a divider, and flattening a wrapper breaks the $Path/To/Node references scripts rely on. They measure and surface; a human decides.

Why a pipeline, not one pass: one context holding every rule while fixing a large UI lets loud items crowd out quiet rules, which get silently dropped. So inspection and enforcement are split per area, and findings live in files. The orchestrator (this context) stays thin — it holds routing only; the detailed rules and findings live in the reference doc and the findings files.

Rules SSOT: references/ui-theme-areas.md. Values: references/reference-corpus.md. Read only the area section you are working; do not load all rules into one context.

0. Prep

  1. hera-godot status — confirm one live editor (the live-editor skill covers setup). If multiple, pass hera-godot --instance <pid> to every mutation.
  2. hera-godot guidance ui — respect the returned UI mode.
  3. Ensure git is clean or on a branch; each area fix is one commit.
  4. Enumerate the target Controls: hera-godot --ids scene tree (edited scene) — this is the static surface the checks read.

1. Inspect (parallel, static, read-only)

Dispatch one inspector per area (spacing, type-scale, color, contrast, containers, decoration). Each:

  • reads only its area section of references/ui-theme-areas.md,
  • measures the live editor with the read commands listed there (node get --props, eval get_theme_color, game ui tree rects),
  • writes findings-<area>.md using the schema (each item a check predicate, never a status word).

No mutation here. Inspectors snap replacement values to the corpus so the fix is carried in the finding, not invented later.

2. Report

Merge the findings-*.md into one local HTML report and serve it: python3 -m http.server <port> from the run folder, then hand the user http://localhost:<port>/. Show measured values verbatim (distinct spacing values, font-size ratios, contrast ratios). No artifact, no browser auto-open — link only.

3. Enforce (sequential: spacing → type-scale → color → contrast)

One area enforcer at a time, in order. containers and decoration are skipped here — they enforce nothing. Each enforcing area:

  • loads findings-<area>.md + its area section,
  • re-measures each check from the live editor; applies the fix only where the predicate is currently false (never trust the finding text),
  • enforces with hera-godot node set <path> --prop "<theme_override…>" --value <v> (undoable), snapping to the corpus rung/hex,
  • commits that area before the next runs.

Order = dependency order: spacing commits before type-scale, color converges before contrast, and contrast runs last because it depends on the final colours.

4. Re-inspect (fresh, parallel)

Dispatch fresh inspectors (not the enforcers) to recompute each enforcing area's check predicates from source and write verify-<area>.md (true = applied, false = missed). Any false re-enters step 3 for that area only. The report-only areas have no check — they changed nothing, so there is nothing to re-verify, and inventing a predicate that always passes would be a lie.

Show full SKILL.md (316 more words)Show less

5. Render QA (confirmation only)

hera-godot run --current --wait, then hera-godot screenshot --runtime --analyze for a before/after and a clipping/blank sanity gate (possible_clipping, nonblank). hera-godot stop --wait. Render is confirmation, not measurement — the design facts came from steps 1/3. Update the report in place.

Contract (why this skill exists)

  • Thin orchestrator. This context holds routing only. Rules and findings live in files. Holding all areas here reintroduces the capacity drop.
  • A check is a predicate, not a status. A finding is a check recomputed from the live editor every time — never a stored "done". Enforcers fix only false predicates; fresh re-inspectors recompute them.
  • Snap, don't invent. Replacement values come from the corpus, which is rooted in Godot's own default theme plus WCAG. A project's own theme/tokens win over the corpus if present.
  • Undoable + reductive. Only per-node theme overrides change, via node set (Ctrl+Z survives). Copy, order, and layout are inviolable — which is precisely why containers and decoration report instead of enforce. Widening that would need an explicit opt-in flag, never a quiet default.
  • Static inspect, render once. Measurement is node get / eval / game ui tree; the screenshot analyzer is the confirmation gate, not a measurement tool.

Non-interactive

Fast, mechanical, non-interactive. Ambiguous items are proposed in the report, not asked. Redesign-scale decisions (which accent, is this density right) are out of scope — surface them, do not silently pick.

Companion primitives and boundaries

Project-wide Theme construction is available through resource create Theme <res://theme.tres> plus theme set, and screenshot diff can locate before/after pixel changes. They complement this skill but do not change its safe default: enforcement remains undoable per-node theme overrides, while project-wide resource writes are persistent and not undoable.

Automatic wholesale restyling remains out of scope. Hera can apply a style an agent or user has already chosen, but this workflow does not invent taste or silently replace the project's visual language. See the repo's docs/UI_THEME_QA_DESIGN.md §11.1.

© hashgraph-online, 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 2 other files (references) in plugins/NotNull92/hera-agent-godot/skills/ui-theme-qa of hashgraph-online/awesome-codex-plugins.

  • SKILL.md
  • references/reference-corpus.md
  • references/ui-theme-areas.md

Open the folder on GitHubat commit 78497e5

Compare with similar skills

UI Theme QA 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.

UI Theme QA compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
UI Theme QA this skillhashgraph-online/awesome-codex-plugins1.2k—~1.8kAutomated safety check: PassApache-2.0
Material Design 3 UI/UX Guideskydashnet/material-design-3-ui-skill130—~3kAutomated safety check: PassMIT
UI Component Spec Designerplugin87/ux-ui-agent-skills1.5k—~2.8kAutomated safety check: PassMIT
UI Design Systemtry-works/role-model118—~5kAutomated safety check: PassMIT
Apply Aestheticplugin87/ux-ui-agent-skills1.5k—~597Automated safety check: PassMIT
Bmad UXaj-geddes/claude-code-bmad-skills487—~2kAutomated safety check: NotesCustom licence

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Works with

Questions about UI Theme QA

What does UI Theme QA do?

A skill your agent uses to find and fix undisciplined Control-node UI in a Godot project — spacing that follows no ladder, font sizes with no modular scale, near-duplicate colours, and text that…. UI Theme QA is an agent skill from hashgraph-online/awesome-codex-plugins. Use this skill to find and fix undisciplined Control-node UI in a Godot project — spacing that follows no ladder, font sizes with no modular scale, near-duplicate colours, and text that fails WCAG contrast — by measuring the live editor with the hera-godot CLI and snapping theme tokens to a reference corpus.

When should I use UI Theme QA?

UI Theme QA fits situations like: find and fix undisciplined Control-node UI in a Godot project — spacing that follows no ladder; font sizes with no modular scale; near-duplicate colours; text that fails WCAG contrast — by measuring the live editor with the hera-godot CLI and snapping theme tokens to a reference corpus.

How do I install UI Theme QA in Claude Code?

Run `npx skills add hashgraph-online/awesome-codex-plugins --skill ui-theme-qa -a claude-code`. Or copy the skill folder (plugins/NotNull92/hera-agent-godot/skills/ui-theme-qa in hashgraph-online/awesome-codex-plugins) into .claude/skills/ui-theme-qa in your project. Claude Code loads it when a task matches its description.

How do I install UI Theme QA in Codex?

Run `npx skills add hashgraph-online/awesome-codex-plugins --skill ui-theme-qa -a codex`. Or copy the skill folder (plugins/NotNull92/hera-agent-godot/skills/ui-theme-qa in hashgraph-online/awesome-codex-plugins) into .agents/skills/ui-theme-qa in your project. Codex loads it when a task matches its description.

Can I use UI Theme QA 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 hashgraph-online/awesome-codex-plugins --skill ui-theme-qa -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/ui-theme-qa, .gemini/skills/ui-theme-qa, .github/skills/ui-theme-qa and .opencode/skills/ui-theme-qa in your project.

What does UI Theme QA need to run?

Going by SKILL.md and its folder, UI Theme QA needs the command-line tools its instructions call (node and python3). Our summary lists: Python 3.

Does UI Theme QA 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 UI Theme QA 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 UI Theme QA use?

UI Theme QA 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 UI Theme QA use?

About 1.8k tokens (SKILL.md is roughly 7k 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 5.1k tokens, read only when the agent opens those files.

What are the alternatives to UI Theme QA?

Skills that share tags, products or a category with UI Theme QA: Material Design 3 UI/UX Guide (skydashnet/material-design-3-ui-skill, 130 stars), UI Component Spec Designer (plugin87/ux-ui-agent-skills, 1.5k stars), UI Design System (try-works/role-model, 118 stars) and Apply Aesthetic (plugin87/ux-ui-agent-skills, 1.5k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains UI Theme QA?

hashgraph-online (a GitHub organization) maintains it in hashgraph-online/awesome-codex-plugins, which has 1,242 GitHub stars. The repository holds 686 skills in this directory. The repository was last updated on October 8, 2026.

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