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 skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-ui-controlgit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skillsWrote 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/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-ui-control)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-ui-control"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-ui-control/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/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-ui-control"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-ui-control.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- NVIDIA SkillSpector pass
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 | $0.00088 | $0.01457 |
| Opus 5 | $0.00044 | $0.00728 |
| Sonnet 5 | $0.00018 | $0.00291 |
| Haiku 4.5 | $0.00009 | $0.00146 |
Grade A, and why
godot-ui-control 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 12d 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 — 127 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot UI / Control nodes (4.x)
Lay out responsive UI with Control anchors and Container nodes, style it with a
Theme, and make it navigable by keyboard and gamepad. Targets Godot 4.7.
When to use
- Use when building HUDs, menus, inventories, dialog boxes, or settings screens with
Control-derived nodes; arranging UI that adapts to window size; theming; or wiring focus navigation for controller/keyboard.
When not to use: in-world 2D nodes (Node2D/sprites) → godot-nodes-scenes;
animating UI transitions → godot-animation (Tween); genre UIs like card hands →
card-game/visual-novel. For full input rebinding → input-systems.
Core workflow
- Use
Controlnodes for UI, notNode2D. Controls have a rect (position + size), anchors, and participate in focus/theming. - Anchor for responsiveness. Anchors are fractions (0–1) of the parent rect that the Control's edges stick to. Use the editor's Layout presets (Top-Left, Full Rect, Center, etc.) instead of hand-placing pixels.
- Let Containers position children. Put children in a
VBoxContainer,HBoxContainer,GridContainer,MarginContainer, etc. — the container sets their position/size; you control flow withsize_flags. Don't set child anchors inside a container (it overrides them). - Style with a
Theme. Assign aThemeresource on a top Control; children inherit it. Override per-node with theme overrides only when necessary. - Wire focus so gamepad/keyboard can move between buttons; set a default focused control and define neighbors or rely on auto-neighbor.
- Connect signals (
pressed,toggled,text_submitted,value_changed).
Patterns
1. Responsive layout with anchors (code form)
extends Control
func _ready() -> void:
# Stretch this panel to fill its parent (equivalent to the "Full Rect" preset).
anchors_preset = Control.PRESET_FULL_RECT
# Or set anchors manually: all four edges at the parent's far corners.
# anchor_left = 0; anchor_top = 0; anchor_right = 1; anchor_bottom = 1
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 12d ago First seen · 127 lines · 88 tokens per session scan A 9ac89920e74b
godot-ui-control is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 88 tokens to every session and 1,457 once invoked, about $0.0004 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.
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