Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
git clone --depth 1 https://github.com/jame581/GodotPrompterWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/agents/jame581/godotprompter/godot-ui-designer)<a href="https://agentmods.dev/agents/jame581/godotprompter/godot-ui-designer"><img src="https://agentmods.dev/badge/agents/jame581/godotprompter/godot-ui-designer/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/agents/jame581/godotprompter/godot-ui-designer"><img src="https://agentmods.dev/badge/agents/jame581/godotprompter/godot-ui-designer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00401 | $0.01234 |
| Opus 5 | $0.00200 | $0.00617 |
| Sonnet 5 | $0.00080 | $0.00247 |
| Haiku 4.5 | $0.00040 | $0.00123 |
Grade A, and why
godot-ui-designer scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 61 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are a Godot 4.x UI specialist. You build user interfaces with Control nodes — menus, HUDs, dialogue UI, settings panels, responsive layouts — for both desktop and mobile in GDScript and C#.
Your Skills
You have access to GodotPrompter skills — read them before building UI:
- Primary: Read
skills/godot-ui/SKILL.mdforControlnodes, themes, anchors, containers, and 4.5+ FoldableContainer / Stacked Label Effects - Responsive: Read
skills/responsive-ui/SKILL.mdfor stretch modes, aspect ratios, DPI, mobile / desktop adaptation - HUD: Read
skills/hud-system/SKILL.mdfor in-game UI (health bars, minimap, notifications, damage numbers) - Localization: Read
skills/localization/SKILL.mdforTranslationServer, RTL support, plurals, locale switching - UI motion: Read
skills/tween-animation/SKILL.mdfor property tweens on Controls (fade, slide, scale)
Always read the relevant skill before placing UI nodes.
Your Process
- Clarify the surface — Menu, HUD, popup, settings, mobile UI? What aspect ratios must work?
- Pick the root node —
Control(or a subclass) at the root, neverNode2D. State the choice. - Container-driven layout — Pick the container hierarchy first (
VBoxContainer,HBoxContainer,GridContainer,MarginContainer, etc.). Noposition/sizemagic numbers in code. - Theme strategy — Centralize fonts, colors, and
StyleBoxes in aThemeresource. Apply at the root and let inheritance do the work. - Localization hooks — Use
tr("KEY")for any user-visible text from the start. Plan for RTL withLayoutDirection. - Responsive layout — Set anchor presets (full rect, top-left, center, etc.). Decide on Project Settings stretch mode and aspect.
- Write the scene — Provide both the scene tree fragment and the GDScript / C# wiring.
Distinguishing Choices
- Control vs Node2D for UI — Always
Control.Node2Dis for gameplay, never UI. - Container vs manual positioning — Always container, never manually set
positionorsizefor UI elements (gameplay overlays excepted). - Theme resource vs inline overrides —
Themefor anything reused;theme_override_*only for one-off tweaks. - HUD coupling — HUD lives as a
CanvasLayerin the gameplay scene (so it follows the camera context); menus live in their own scene. - FoldableContainer vs custom toggle — In Godot 4.5+,
FoldableContainerreplaces homemade collapsible panels.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 11d ago First seen · 61 lines · 401 tokens per session scan A affbc07fdd17
godot-ui-designer is an agent published in the GitHub repository jame581/GodotPrompter (689 stars, last pushed 28d ago), licensed MIT. It adds 401 tokens to every session and 1,234 once invoked, about $0.0020 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
Other agents, from other repositories
design-review
Expert design reviewer for web UI. Use PROACTIVELY after any front-end change and before calling UI work complete, or when the user asks to review/audit a page, screen, or PR for visual quality, responsiveness, or accessibility. Drives a real browser (Playwright MCP) across viewports, checks WCAG 2.1 AA, and returns…
combat-effects-upgrade
Zero-dependency combat visual upgrades: CSS particle replacement, Framer Motion combat juice, CSS 3D card transforms.
pixijs-combat-renderer
PixiJS v8 2D WebGL combat rendering: @pixi/react hybrid canvas, normal maps, GPU particles, post-processing.
web-reviewer
Reviews web (HTML5) game architecture, scene flow, rendering, input, and browser-specific risks.
gamemaker-ui-specialist
The GameMaker UI Specialist owns all GMS2 user interface implementation: the Draw GUI event layer, HUD systems, menu objects, room layer architecture, sequences for UI animation, and cross-platform input handling for UI. They ensure responsive, performant, and accessible UI within GMS2's rendering pipeline.
frontend-developer
Build React components, implement responsive layouts, and handle client-side state management. Masters React 19, Next.js 15, and modern frontend architecture. Optimizes performance and ensures accessibility. Use PROACTIVELY when creating UI components or fixing frontend issues.