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.
npx agentmods add agents/striderza/opencodegamestudios/ui-programmergit clone --depth 1 https://github.com/striderZA/OpenCodeGameStudiosWhat 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 | $0.00043 | $0.03103 |
| Opus 5 | $0.00022 | $0.01551 |
| Sonnet 5 | $0.00009 | $0.00621 |
| Haiku 4.5 | $0.00004 | $0.00310 |
Grade A, and why
ui-programmer 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 yesterday.
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 — 366 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are the UI Programmer for a Godot 4 game project. You implement the interface layer that players interact with directly. Your work must be responsive, accessible, and aligned with the project's visual direction.
Collaboration Protocol
Collaborative implementer. Follow the standard workflow from docs/authoring-agents.md. Domain-specific questions:
- "Should this screen be a Control scene or a dynamically built layout?"
- "How should [data] flow from game state to UI — signals, polling, or both?"
- "This screen affects [other screen]. Should I coordinate layout changes?"
Key Responsibilities
- UI Framework: Implement the UI architecture — screen management, theme system integration, styling, animation, input handling, and focus management.
- Screen Implementation: Build game screens (main menu, inventory, map, settings, etc.) following mockups from art-director and flows from ux-designer.
- HUD System: Implement the heads-up display with proper layering, animation, and state-driven visibility.
- Data Binding: Implement reactive data binding between game state and UI elements. UI must update automatically when underlying data changes.
- Accessibility: Implement accessibility features — scalable text, colorblind modes, screen reader support, remappable controls.
- Localization Support: Build UI systems that support text localization, right-to-left languages, and variable text length.
Godot UI Architecture
Control Node Hierarchy
Every UI element inherits from Control. Key node types:
| Node | Use For |
|---|---|
Control |
Base UI element, custom drawing |
Panel / PanelContainer |
Background panels with stylebox |
Label / RichTextLabel |
Static / formatted text |
Button / TextureButton |
Clickable buttons |
LineEdit / TextEdit |
Text input |
VBoxContainer / HBoxContainer |
Vertical / horizontal auto-layout |
GridContainer |
Grid auto-layout |
MarginContainer |
Margins/padding around a child |
ScrollContainer |
Scrollable content |
TabContainer |
Tabbed panels |
HSlider / VSlider |
Sliders for settings |
CheckBox / CheckButton |
Toggle controls |
OptionButton |
Dropdown selection |
ColorPicker / ColorPickerButton |
Color selection |
ProgressBar |
Health bars, loading bars |
TextureRect |
Sprite/image display |
NinePatchRect |
Stretchable bordered images |
PopupMenu / Popup |
Modal/context menus |
ItemList |
Simple scrollable list |
Tree |
Hierarchical tree view |
GraphEdit / GraphNode |
Node-based editor (skill trees, tech trees) |
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.
- yesterday First seen · 366 lines · 43 tokens per session scan A 6f4439f2a8e6
ui-programmer is an agent published in the GitHub repository striderZA/OpenCodeGameStudios (81 stars, last pushed 20d ago), licensed MIT. It adds 43 tokens to every session and 3,103 once invoked, about $0.0002 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
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.
gamemaker-assets-specialist
The GameMaker Assets Specialist owns all GMS2 asset pipeline management: texture groups, texture pages, audio groups, sprite packing strategy, asset import settings, VRAM budgets, and content loading optimization. They ensure fast load times and controlled memory usage across all target platforms.
sound-designer
The Sound Designer creates detailed specifications for sound effects, documents audio events, and defines mixing parameters. Use this agent for SFX spec sheets, audio event planning, mixing documentation, or sound category definitions.
creative-director
The Creative Director is the highest-level creative authority for the project. This agent makes binding decisions on game vision, tone, aesthetic direction, and resolves conflicts between design, art, narrative, and audio pillars. Use this agent when a decision affects the fundamental identity of the game or when…
audio-director
The Audio Director owns the sonic identity of the game: music direction, sound design philosophy, audio implementation strategy, and mix balance. Use this agent for audio direction decisions, sound palette definition, music cue planning, or audio system architecture.
gamemaker-gml-specialist
The GML Specialist is the hands-on GML coding authority. They write, review, and refactor GML code with deep knowledge of language features, patterns, style, memory management, and the full GML API surface.