Agent skill

Responsive UI

by jame581 in jame581/GodotPrompter

A skill your agent uses when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptation

MITAuto-check passedGame Development

Install Responsive UI

skills CLI
$ npx skills add jame581/GodotPrompter --skill responsive-ui -a claude-code

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

GitHub CLI
$ gh skill install jame581/GodotPrompter responsive-ui --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/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/responsive-ui .claude/skills/responsive-ui && 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
responsive-ui
GitHub stars
792
Token cost
~2.3k tokens
SKILL.md length
1,017 words
Files
5 (incl. references)
Skills in repo
58
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptation

  • Works in 9 steps: Project Settings for Resolution → Stretch Mode Comparison → Aspect Ratio Handling → …
  • Handling multiple resolutions — stretch modes
  • SKILL.md covers 1. Project Settings for…, 2. Stretch Mode Comparison, 3. Aspect Ratio Handling and 4. Pixel Art Setup, plus 5 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Responsive UI is an agent skill from jame581/GodotPrompter. Use when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptation

Its SKILL.md is about 2.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 5 other files, including reference files (for example `references/adaptive-layouts.md`, `references/dpi-scaling.md` and `references/mobile.md`).

It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: Agentic skills framework for Godot 4.x. Domain-specific skills for AI coding agents (Claude Code, Copilot, Antigravity, Cursor). The licence is MIT.

When your agent uses it

  • Handling multiple resolutions — stretch modes
  • Mobile/desktop adaptation

Example prompts

  • “/responsive-ui”

Workflow steps

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

  1. Project Settings for Resolution
  2. Stretch Mode Comparison
  3. Aspect Ratio Handling
  4. Pixel Art Setup
  5. DPI Scaling
  6. Mobile Considerations
  7. Adaptive Layouts
  8. Testing Multiple Resolutions
  9. Checklist

What it can do on your machine

Read from SKILL.md and the folder at commit 1e7d79d. 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, csharp and bash).

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

  • Network

    Links to these hosts (documentation or services it may open):

    • docs.godotengine.org

    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

Responsive UI loads about 2.3k tokens when it runs, and up to ~5.4k if it reads all its reference files. Until then it costs about 32 tokens; SKILL.md has 1,017 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~32
When it runs · the whole SKILL.md, loaded when a task matches
~2.3k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~5.4k

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 jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 1,017 words, ~2,348 tokens.

Download SKILL.mdSave it as .claude/skills/responsive-ui/SKILL.md (or your agent's skills folder). This skill also uses 4 other files; get the full folder from GitHub.
name
responsive-ui
description
Use when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptation

Responsive UI in Godot 4.3+

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, export-pipeline for platform-specific export settings, godot-project-setup for initial project resolution settings, input-handling for touch vs desktop input adaptation, localization for layout adjustments per locale, mobile-development for safe-area and notch handling.


1. Project Settings for Resolution

Configure base resolution and stretch behaviour in Project > Project Settings > Display > Window.

Key settings and their .godot/project.godot keys:

Settingproject.godot keyRecommended value
Viewport widthwindow/size/viewport_width1920 (or your base design width)
Viewport heightwindow/size/viewport_height1080 (or your base design height)
Stretch modewindow/stretch/modecanvas_items (most games)
Stretch aspectwindow/stretch/aspectexpand (fill screen) or keep (letterbox)
Scale factorwindow/stretch/scale1 (adjust for pixel art integer scaling)

Godot 4.7+: Projects newly created in Godot 4.7 already default display/window/stretch/mode to canvas_items and display/window/stretch/aspect to expand (previously disabled / keep) — the recommendations above are now the out-of-the-box values. Projects created on older versions are unchanged (the property default is still disabled), so set both explicitly when upgrading. See the 4.7 migration guide.

These can also be set at runtime:

GDScript:

gdscript
# Read current viewport size
var viewport_size: Vector2 = get_viewport().get_visible_rect().size

# Change stretch mode at runtime
ProjectSettings.set_setting("display/window/stretch/mode", "canvas_items")

C#:

csharp
// Read current viewport size
Vector2I viewportSize = GetViewport().GetVisibleRect().Size;

// Change a project setting at runtime (takes effect next frame)
ProjectSettings.SetSetting("display/window/stretch/mode", "canvas_items");

2. Stretch Mode Comparison

Modeproject.godot valueRenderingBest For
canvas_items"canvas_items"Viewport rendered at design resolution, then upscaled — UI and 2D nodes scale smoothlyMost 2D and UI-heavy games
viewport"viewport"Entire viewport is rendered at design resolution and stretched; no sub-pixel blendingPixel art games needing pixel-perfect output
disabled"disabled"No automatic scaling; every Control node must handle its own layoutComplex custom scaling, 3D games with a Control HUD

When to choose each:

  • canvas_items — Default recommendation. Smooth scaling at any resolution. UI built with Control nodes and anchors responds naturally. Text and icons stay crisp at high DPI when combined with content_scale_factor.
  • viewport — Locks rendering to the design resolution. Combined with integer scaling and nearest-neighbour filtering it gives a classic pixel-perfect look. Avoid for high-DPI displays unless you intentionally want chunky pixels.
  • disabled — Use when you need full manual control, e.g. a 3D game where the UI must adapt to safe areas or unusual aspect ratios without Godot scaling it.

3. Aspect Ratio Handling

Set via Project > Project Settings > Display > Window > Stretch > Aspect or the window/stretch/aspect key.

ModeVisual ResultWhen to Use
keepLetterbox (black bars top/bottom) or pillarbox (bars left/right) — design rect is preserved exactlyGames with a fixed layout that must not be cropped (e.g. score-based arcade, puzzle)
expandScreen is fully filled; the visible game area grows on wider or taller displaysAction games, platformers — more visible play area is a bonus, not a problem
keep_widthWidth is fixed; height expands on taller screens (mobile portrait)Portrait mobile games where horizontal alignment is strict
keep_heightHeight is fixed; width expands on wider screens (landscape)Landscape games where vertical alignment is strict (e.g. side-scroller HUD)

expand with adaptive UI is the most versatile choice for games targeting both desktop and mobile. Anchor your HUD elements to screen edges so they follow the expanded visible area.


4. Pixel Art Setup

For crisp pixel-art games: Project Settings → Display → Window → Stretch → Mode = viewport, base resolution at native pixel size (e.g., 320×180), Window Size Override = 4× for editor preview. Use integer scaling to avoid sub-pixel blur.

See references/pixel-art-setup.md for full project settings, integer-scaling script, nearest-neighbour filter overrides.


5. DPI Scaling

For retina / high-DPI displays: set content_scale_factor to scale the entire UI proportionally. Query DisplayServer.screen_get_dpi() at runtime for adaptive scaling per device.

See references/dpi-scaling.md for the content_scale_factor recipe and DPI-querying patterns.


6. Mobile Considerations

Four mobile-specific concerns: touch input (tap, swipe, multi-touch), safe-area insets (notch / dynamic island avoidance), orientation lock (portrait/landscape pinning), virtual keyboard (handle show/hide to avoid covering UI).

See references/mobile.md for full GDScript on each concern, plus iOS / Android nuances.


Show full SKILL.md (393 more words)Show less

7. Adaptive Layouts

Anchor presets + Container nodes do most of the work. Use size_flags_horizontal/vertical (FILL, EXPAND, SHRINK_CENTER, SHRINK_END) to control how children consume container space. Detect runtime resolution changes via get_viewport().size_changed.

See references/adaptive-layouts.md for the anchor + container strategy, resolution-change detection, and the full size_flags reference.


8. Testing Multiple Resolutions

Editor Preview Sizes

In the editor viewport, use Editor > Editor Settings > Run > Window Placement to start the game at specific sizes, or use the viewport size selector in the 2D editor toolbar.

Add common test sizes under Project > Project Settings > Display > Window > Size > Test Width/Height to preview in the editor.

--resolution CLI Flag

Launch from the command line with an override resolution:

bash
# Windows
godot.exe --path "C:/projects/mygame" --resolution 1280x720

# Linux / macOS
godot --path /projects/mygame --resolution 1280x720

# Run an exported binary at a specific size
./mygame.x86_64 --resolution 375x812
Common Test Resolutions
ResolutionAspectCommon Use
1920×108016:9Standard 1080p desktop / TV
2560×144016:91440p high-DPI desktop
1280×72016:9Low-end desktop / minimum target
640×36016:9Pixel art base resolution (2× of 320×180)
2732×20484:3iPad Pro — tests non-16:9 aspect ratios
390×844~19.5:9iPhone 14 portrait
844×390~19.5:9iPhone 14 landscape
1080×240020:9Android tall portrait
360×800~20:9Android low-end portrait

Strategy: Always test at your base design resolution, one resolution wider than 16:9 (e.g. 21:9 ultrawide), and one taller (e.g. mobile portrait). These three cases catch the most layout bugs.


9. Checklist

  • Base viewport size (viewport_width / viewport_height) matches the design canvas in the editor
  • Stretch mode chosen deliberately: canvas_items for most games, viewport for pixel art
  • Aspect ratio mode chosen: expand unless fixed-layout content requires keep
  • Pixel art games use viewport stretch + Nearest texture filter + integer content_scale_factor
  • All HUD Control nodes use anchors anchored to the nearest edge, not fixed position values
  • custom_minimum_size set on buttons and interactive elements to prevent collapse below tap target size (minimum 44×44 px recommended for mobile)
  • size_flags_horizontal / size_flags_vertical set to SIZE_EXPAND_FILL on elements that should fill space
  • get_viewport().size_changed signal connected where layout must respond to window resize
  • Safe area insets read from DisplayServer.get_display_safe_area() and applied to a root MarginContainer
  • content_scale_factor set at startup based on DisplayServer.screen_get_dpi() for high-DPI / Retina displays
  • Touch input handled via InputEventScreenTouch / InputEventScreenDrag, not mouse events alone
  • Orientation locked to the correct mode (SCREEN_LANDSCAPE / SCREEN_PORTRAIT) or SCREEN_SENSOR where rotation is intended
  • Virtual keyboard height queried after show and used to shift UI content upward on mobile
  • Tested at minimum: design resolution, one ultra-wide (21:9), and one mobile portrait resolution
  • --resolution flag used in CI or playtest scripts to automate multi-resolution smoke tests

© jame581, MIT. 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 4 other files (references) in skills/responsive-ui of jame581/GodotPrompter.

  • SKILL.md
  • references/adaptive-layouts.md
  • references/dpi-scaling.md
  • references/mobile.md
  • references/pixel-art-setup.md

Open the folder on GitHubat commit 1e7d79d

Compare with similar skills

Responsive UI 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.

Responsive UI compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Responsive UI this skilljame581/GodotPrompter792—~2.3kAutomated safety check: PassMIT
Godot Gdscript Patterns925236118/AlphaAgent1039 repos~5kAutomated safety check: PassMIT
2D Map and Scene Generator0x0funky/agent-sprite-forge4.3k—~2.9kAutomated safety check: PassMIT
Godot UI Integrationzimo-xiao-zheng/godot-ui-integration263—~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

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Works with

Questions about Responsive UI

What does Responsive UI do?

A skill your agent uses when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptation. Responsive UI is an agent skill from jame581/GodotPrompter.

When should I use Responsive UI?

Responsive UI fits situations like: handling multiple resolutions — stretch modes; mobile/desktop adaptation.

How do I install Responsive UI in Claude Code?

Run `npx skills add jame581/GodotPrompter --skill responsive-ui -a claude-code`. Or copy the skill folder (skills/responsive-ui in jame581/GodotPrompter) into .claude/skills/responsive-ui in your project. Claude Code loads it when a task matches its description.

How do I install Responsive UI in Codex?

Run `npx skills add jame581/GodotPrompter --skill responsive-ui -a codex`. Or copy the skill folder (skills/responsive-ui in jame581/GodotPrompter) into .agents/skills/responsive-ui in your project. Codex loads it when a task matches its description.

Can I use Responsive UI 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 jame581/GodotPrompter --skill responsive-ui -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/responsive-ui, .gemini/skills/responsive-ui, .github/skills/responsive-ui and .opencode/skills/responsive-ui in your project.

What does Responsive UI need to run?

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

Does Responsive UI access the network?

SKILL.md names 1 domain. As links in the text: docs.godotengine.org. This is read from the text; nothing was executed.

Is Responsive UI 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 Responsive UI use?

Responsive UI is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Responsive UI use?

About 2.3k tokens (SKILL.md is roughly 9.4k 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 3k tokens, read only when the agent opens those files.

What are the alternatives to Responsive UI?

Skills that share tags, products or a category with Responsive UI: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.3k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 263 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 Responsive UI?

jame581 (a GitHub user) maintains it in jame581/GodotPrompter, which has 792 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 6, 2026.

Source: jame581/GodotPrompter on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.