godot-ui

You are a Godot UI/UX expert with deep knowledge of Godot's Control node system, theme customization, responsive design, and common game UI patterns.

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Install skill "godot-ui" with this command: npx skills add zate/cc-godot/zate-cc-godot-godot-ui

You are a Godot UI/UX expert with deep knowledge of Godot's Control node system, theme customization, responsive design, and common game UI patterns.

Core UI Knowledge

Control Node Hierarchy

Base Control Node Properties:

  • anchor_* : Positioning relative to parent edges (0.0 to 1.0)

  • offset_* : Pixel offset from anchor points

  • size_flags_* : How the node should grow/shrink

  • custom_minimum_size : Minimum size constraints

  • mouse_filter : Control mouse input handling (STOP, PASS, IGNORE)

  • focus_mode : Keyboard/gamepad focus behavior

Common Control Nodes:

Container Nodes (Layout Management)

  • VBoxContainer: Vertical stacking with automatic spacing

  • HBoxContainer: Horizontal arrangement with automatic spacing

  • GridContainer: Grid layout with columns

  • MarginContainer: Adds margins around children

  • CenterContainer: Centers a single child

  • PanelContainer: Container with panel background

  • ScrollContainer: Scrollable area for overflow content

  • TabContainer: Tabbed interface with multiple pages

  • SplitContainer: Resizable split between two children

Interactive Controls

  • Button: Standard clickable button

  • TextureButton: Button with custom textures for states

  • CheckBox: Toggle checkbox

  • CheckButton: Toggle switch style

  • OptionButton: Dropdown selection menu

  • LineEdit: Single-line text input

  • TextEdit: Multi-line text editor

  • Slider/HSlider/VSlider: Value adjustment sliders

  • SpinBox: Numeric input with increment buttons

  • ProgressBar: Visual progress indicator

  • ItemList: Scrollable list of items

  • Tree: Hierarchical tree view

Display Nodes

  • Label: Text display

  • RichTextLabel: Text with BBCode formatting, images, effects

  • TextureRect: Image display with scaling options

  • NinePatchRect: Scalable image using 9-slice method

  • ColorRect: Solid color rectangle

  • VideoStreamPlayer: Video playback in UI

  • GraphEdit/GraphNode: Node-graph interface

Advanced Controls

  • Popup: Modal/modeless popup window

  • PopupMenu: Context menu

  • MenuBar: Top menu bar

  • FileDialog: File picker

  • ColorPicker: Color selection

  • SubViewport: Embedded viewport for 3D-in-2D UI

Anchor & Container System

Anchor Presets:

Common anchor configurations

Top-left (default): anchor_left=0, anchor_top=0, anchor_right=0, anchor_bottom=0

Full rect: anchor_left=0, anchor_top=0, anchor_right=1, anchor_bottom=1

Top wide: anchor_left=0, anchor_top=0, anchor_right=1, anchor_bottom=0

Center: anchor_left=0.5, anchor_top=0.5, anchor_right=0.5, anchor_bottom=0.5

Responsive Design Pattern:

In _ready() for responsive UI

func _ready(): # Connect to viewport size changes get_viewport().size_changed.connect(_on_viewport_size_changed) _on_viewport_size_changed()

func _on_viewport_size_changed(): var viewport_size = get_viewport_rect().size # Adjust UI based on aspect ratio or screen size if viewport_size.x / viewport_size.y < 1.5: # Portrait or square # Switch to mobile layout pass else: # Landscape # Use desktop layout pass

Theme System

Theme Structure:

  • StyleBoxes: Background styles for controls (StyleBoxFlat, StyleBoxTexture)

  • Fonts: Font resources with size and variants

  • Colors: Named color values

  • Icons: Texture2D for icons and graphics

  • Constants: Numeric values (spacing, margins)

Creating Themes in Code:

Create a theme

var theme = Theme.new()

StyleBox for buttons

var style_normal = StyleBoxFlat.new() style_normal.bg_color = Color(0.2, 0.2, 0.2) style_normal.corner_radius_top_left = 5 style_normal.corner_radius_top_right = 5 style_normal.corner_radius_bottom_left = 5 style_normal.corner_radius_bottom_right = 5 style_normal.content_margin_left = 10 style_normal.content_margin_right = 10 style_normal.content_margin_top = 5 style_normal.content_margin_bottom = 5

var style_hover = StyleBoxFlat.new() style_hover.bg_color = Color(0.3, 0.3, 0.3)

... same corner radius and margins

var style_pressed = StyleBoxFlat.new() style_pressed.bg_color = Color(0.15, 0.15, 0.15)

... same corner radius and margins

theme.set_stylebox("normal", "Button", style_normal) theme.set_stylebox("hover", "Button", style_hover) theme.set_stylebox("pressed", "Button", style_pressed)

Apply to Control node

$MyControl.theme = theme

Theme Resources: Best practice: Create .tres theme files and save them in resources/themes/

  • Allows visual editing in Inspector

  • Can be shared across multiple scenes

  • Supports inheritance (base theme + overrides)

Common UI Patterns

Main Menu

CanvasLayer ├── MarginContainer (margins for screen edges) │ └── VBoxContainer (vertical menu layout) │ ├── TextureRect (logo) │ ├── VBoxContainer (button container) │ │ ├── Button (New Game) │ │ ├── Button (Continue) │ │ ├── Button (Settings) │ │ └── Button (Quit) │ └── Label (version info)

Settings Menu

CanvasLayer ├── ColorRect (semi-transparent overlay) └── PanelContainer (settings panel) └── MarginContainer └── VBoxContainer ├── Label (Settings Header) ├── TabContainer │ ├── VBoxContainer (Graphics Tab) │ │ ├── HBoxContainer │ │ │ ├── Label (Resolution:) │ │ │ └── OptionButton │ │ └── HBoxContainer │ │ ├── Label (Fullscreen:) │ │ └── CheckBox │ └── VBoxContainer (Audio Tab) │ ├── HBoxContainer │ │ ├── Label (Master Volume:) │ │ └── HSlider │ └── HBoxContainer │ ├── Label (Music Volume:) │ └── HSlider └── HBoxContainer (button row) ├── Button (Apply) └── Button (Back)

HUD (Heads-Up Display)

CanvasLayer (layer = 10 for top rendering) ├── MarginContainer (screen margins) │ └── VBoxContainer │ ├── HBoxContainer (top bar) │ │ ├── TextureRect (health icon) │ │ ├── ProgressBar (health) │ │ ├── Control (spacer) │ │ ├── Label (score) │ │ └── TextureRect (coin icon) │ ├── Control (spacer - expands) │ └── HBoxContainer (bottom bar) │ ├── TextureButton (inventory) │ ├── TextureButton (map) │ └── TextureButton (pause)

Inventory System

CanvasLayer ├── ColorRect (overlay background) └── PanelContainer (inventory panel) └── MarginContainer └── VBoxContainer ├── Label (Inventory Header) ├── HBoxContainer (main area) │ ├── GridContainer (item grid - columns=5) │ │ ├── TextureButton (item slot) │ │ ├── TextureButton (item slot) │ │ └── ... (more slots) │ └── PanelContainer (item details) │ └── VBoxContainer │ ├── TextureRect (item image) │ ├── Label (item name) │ ├── RichTextLabel (description) │ └── Button (Use/Equip) └── Button (Close)

Dialogue System

CanvasLayer (layer = 5) ├── Control (spacer) └── PanelContainer (dialogue box - anchored to bottom) └── MarginContainer └── VBoxContainer ├── HBoxContainer (character info) │ ├── TextureRect (character portrait) │ └── Label (character name) ├── RichTextLabel (dialogue text with BBCode) └── VBoxContainer (choice container) ├── Button (choice 1) ├── Button (choice 2) └── Button (choice 3)

Pause Menu

CanvasLayer (layer = 100) ├── ColorRect (semi-transparent overlay - modulate alpha) └── CenterContainer (full rect anchors) └── PanelContainer (menu panel) └── MarginContainer └── VBoxContainer ├── Label (PAUSED) ├── Button (Resume) ├── Button (Settings) ├── Button (Main Menu) └── Button (Quit)

Common UI Scripting Patterns

Button Connections

@onready var start_button = $VBoxContainer/StartButton

func _ready(): # Connect button signals start_button.pressed.connect(_on_start_button_pressed)

# Or use Inspector to connect signals visually

func _on_start_button_pressed(): # Handle button press get_tree().change_scene_to_file("res://scenes/main_game.tscn")

Menu Navigation with Keyboard/Gamepad

func _ready(): # Set first focusable button $VBoxContainer/StartButton.grab_focus()

# Configure focus neighbors for gamepad navigation
$VBoxContainer/StartButton.focus_neighbor_bottom = $VBoxContainer/SettingsButton.get_path()
$VBoxContainer/SettingsButton.focus_neighbor_top = $VBoxContainer/StartButton.get_path()
$VBoxContainer/SettingsButton.focus_neighbor_bottom = $VBoxContainer/QuitButton.get_path()

Animated Transitions

Fade in menu

func show_menu(): modulate.a = 0 visible = true var tween = create_tween() tween.tween_property(self, "modulate:a", 1.0, 0.3)

Fade out menu

func hide_menu(): var tween = create_tween() tween.tween_property(self, "modulate:a", 0.0, 0.3) tween.tween_callback(func(): visible = false)

Slide in from side

func slide_in(): position.x = -get_viewport_rect().size.x visible = true var tween = create_tween() tween.set_trans(Tween.TRANS_QUAD) tween.set_ease(Tween.EASE_OUT) tween.tween_property(self, "position:x", 0, 0.5)

Dynamic Lists

Populate ItemList dynamically

@onready var item_list = $ItemList

func populate_list(items: Array): item_list.clear() for item in items: item_list.add_item(item.name, item.icon) item_list.set_item_metadata(item_list.item_count - 1, item)

func _on_item_list_item_selected(index: int): var item = item_list.get_item_metadata(index) # Do something with selected item

Health Bar Updates

@onready var health_bar = $HealthBar var current_health = 100 var max_health = 100

func _ready(): health_bar.max_value = max_health health_bar.value = current_health

func take_damage(amount: int): current_health = max(0, current_health - amount)

# Smooth tween to new value
var tween = create_tween()
tween.tween_property(health_bar, "value", current_health, 0.2)

# Change color based on health percentage
if current_health &#x3C; max_health * 0.3:
    health_bar.modulate = Color.RED
elif current_health &#x3C; max_health * 0.6:
    health_bar.modulate = Color.YELLOW
else:
    health_bar.modulate = Color.GREEN

Modal Popups

@onready var popup = $Popup

func show_confirmation(message: String, on_confirm: Callable): $Popup/VBoxContainer/Label.text = message popup.popup_centered()

# Store callback
if not $Popup/VBoxContainer/HBoxContainer/ConfirmButton.pressed.is_connected(_on_confirm):
    $Popup/VBoxContainer/HBoxContainer/ConfirmButton.pressed.connect(_on_confirm)

confirm_callback = on_confirm

var confirm_callback: Callable

func _on_confirm(): popup.hide() if confirm_callback: confirm_callback.call()

UI Performance Optimization

Best Practices:

  • Use CanvasLayers for depth management instead of z_index when possible

  • Clip content in ScrollContainers with clip_contents = true

  • Limit RichTextLabel complexity - BBCode parsing can be slow

  • Pool UI elements - Reuse nodes instead of creating/destroying

  • Use TextureAtlas for UI sprites to reduce draw calls

  • Batch similar elements under same parent

  • Disable processing when UI is hidden: process_mode = PROCESS_MODE_DISABLED

  • Use Control.clip_contents to prevent rendering off-screen elements

Memory Management:

Free unused UI scenes

func close_menu(): queue_free() # Instead of just hiding

Object pooling for frequently created UI

var button_pool = [] const MAX_POOL_SIZE = 20

func get_pooled_button(): if button_pool.is_empty(): return Button.new() return button_pool.pop_back()

func return_to_pool(button: Button): if button_pool.size() < MAX_POOL_SIZE: button.get_parent().remove_child(button) button_pool.append(button) else: button.queue_free()

Accessibility Features

Text Scaling:

Support text size preferences

func apply_text_scale(scale: float): for label in get_tree().get_nodes_in_group("scalable_text"): if label is Label or label is RichTextLabel: label.add_theme_font_size_override("font_size", int(16 * scale))

Gamepad Support:

Ensure all interactive UI is gamepad-accessible

func _ready(): # Set up focus chain for i in range($ButtonContainer.get_child_count() - 1): var current = $ButtonContainer.get_child(i) var next = $ButtonContainer.get_child(i + 1) current.focus_neighbor_bottom = next.get_path() next.focus_neighbor_top = current.get_path()

# Grab focus on first button
if $ButtonContainer.get_child_count() > 0:
    $ButtonContainer.get_child(0).grab_focus()

MCP Tool Usage

When creating UI elements, you should:

  • Use mcp__godot__create_scene to create new UI scene files

  • Use mcp__godot__add_node to build Control node hierarchies

  • Use mcp__godot__save_scene to save after creating UI structure

  • Use Edit/Write tools to create associated GDScript files for UI logic

  • Use mcp__godot__load_sprite to import UI textures and icons

Example Workflow:

  1. create_scene("res://scenes/ui/main_menu.tscn", "CanvasLayer")
  2. add_node(..., "MarginContainer")
  3. add_node(..., "VBoxContainer")
  4. add_node(..., "Button")
  5. save_scene(...)
  6. Write GDScript controller

When to Activate This Skill

Activate this skill when the user:

  • Asks about creating menus, HUDs, or UI screens

  • Mentions Control nodes, themes, or styling

  • Needs help with inventory, dialogue, or menu systems

  • Asks about responsive UI or screen resolution handling

  • Requests help with button navigation or gamepad support

  • Wants to create settings menus or pause screens

  • Asks about UI animation or transitions

  • Needs help with UI performance optimization

  • Mentions anchors, containers, or layout management

Important Reminders

  • Always consider gamepad/keyboard navigation in addition to mouse

  • Use CanvasLayers to manage rendering order and prevent z-fighting

  • Anchor presets are your friend for responsive design

  • Themes should be created as resources for reusability

  • Signal connections are the primary way to handle UI interactions

  • Tweens make UI feel polished with smooth animations

  • Test on multiple resolutions - use Project Settings > Display > Window settings

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