awesome-gamedev-agent-skills is a collection of 73 instruction files that give AI coding agents specialized guidance for game development with engines and frameworks such as Godot, Unity, Unreal, and Phaser. It helps agents choose relevant engine and task guidance while building games. The catalogue entries are the collection's skills and plugins for agents including Claude Code, Cursor, Codex, and Gemini CLI.
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 roblox-uigit 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/roblox-ui)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/roblox-ui"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/roblox-ui/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/roblox-ui"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/roblox-ui.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk 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 | $0.00101 | $0.02816 |
| Opus 5.5 | $0.00040 | $0.01126 |
| Sonnet 5.5 | $0.00020 | $0.00563 |
| Haiku 4.5 | $0.00010 | $0.00282 |
Grade A, and why
roblox-ui 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 2d 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 — 255 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Roblox UI
Implement deliberate, editable Roblox UI that preserves the experience's visual language and
works across supported devices. Targets Roblox's rolling platform APIs. Pair with game-ui-ux
for engine-neutral information architecture and UX; this skill owns Roblox Instances and APIs.
When to use
- Use for authored
ScreenGuiinterfaces, Roblox layout/constraint APIs, UI lifecycle, input, focus, animation, performance, or responsive/device fixes. - Use to replace brittle pixel layouts, runtime-created Instance tangles, mouse-only menus, or generic generated styling with a maintainable hierarchy.
When not to use: general UX flow and accessibility principles belong to game-ui-ux; raw
gameplay action mapping belongs to input-systems; server trust belongs to roblox-networking.
Workflow
- Inspect before designing. In Explorer, inventory existing
ScreenGuis, UI modules, fonts, colors, icon family, spacing, corners, strokes, animation timing, naming, and reusable components, including anyStyleSheet/StyleLinkstyling, tokens and themes. Capture representative screenshots at two viewports. Extend that language. - Define ownership and lifecycle.
StarterGuiis the authored template; Roblox clones it into each player'sPlayerGui. Decide whether eachScreenGuishould persist across respawn withResetOnSpawn = false; never keep stale references to a destroyed clone. - Author a readable hierarchy. Prefer meaningful editable Instances and small behavior modules. A normal screen should be understandable in Explorer; procedural generation is for genuinely data-driven repetition, not the whole shell.
- Build responsive structure. Combine
UDim2scale for placement with bounded offsets, correctAnchorPoints, layouts, padding, content sizing, and constraints. Choose explicit narrow/wide arrangements instead of shrinking a desktop panel until it technically fits. - Handle platform obstructions. Keep interactive UI in
CoreUISafeInsets(the recommendedScreenGui.ScreenInsetsdefault), and account for touch controls and TV distance/overscan. - Wire state and input. Render from a small view state; update on events. Use
ActivatedforGuiButtons, explicit selected states, and reachable gamepad navigation. Bind non-widget actions withContextActionServiceonly while the screen owns them. - Polish with restraint. Implement hover, pressed, selected, and disabled states. Animate
state changes, not decoration; honor
GuiService.ReducedMotionEnabledand clean up tweens and connections when the screen closes or is replaced. - Verify the real interface. Use Device Simulator and Controller Emulator. Test desktop, narrow portrait, mobile landscape, tablet-like, and console/gamepad; then respawn. Record clipping, overlap, text, scroll, safe-area, focus path, touch target, and lifecycle results.
What ships with it
5 files 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.
- 2d ago Changed · +19 lines f3875cccdb75
- 1mo ago Changed · +3 lines c03198cd4283
- 1mo ago First seen · 233 lines · 101 tokens per session scan A 4b927aff5c48
roblox-ui is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (4,867 stars, last pushed 3d ago), licensed Apache-2.0. It adds 101 tokens to every session and 2,816 once invoked, about $0.0004 per session on Opus 5.5. 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 2026-09-09.
Other skills, from other repositories
biome-creation
A workflow for placing rocks, trees, plants, and other reusable scene objects into a Unity biome, a themed area of a game world. It also covers regenerating the biome and checking the result with screenshots.
before-after-audit
A before-and-after screenshot workflow for checking visual changes in a Unity scene. It keeps the Scene view camera fixed, compares the two images, and sends the difference for an external review.
roblox-gui
Use when building or fixing Roblox menus, HUDs, shops, dialogs, or UI that must work on phones, tablets, desktop and console.
game-ui-workflow
Orchestrates an end-to-end game UI workflow from game design (GDD), PRD, and UI interaction logic through design specification, screen-system extension, page image generation, component breakdown, sprite-sheet splitting, PNG ZIP packaging, atlas packing, engine JSON handoff, asset registration, and validation. Use…
game-ui-component-breakdown
Breaks an approved game UI page or visual style into reusable, individually generated component assets with clean edges, transparent backgrounds where appropriate, stable naming, states, dimensions, prompts, and traceable manifest records. Use for UI slicing, transparent buttons, icons, cards, modals, navigation…
game-ui-page-generator
Designs and generates one complete game UI page at a time using an approved style and screen contract, producing a page brief, reproducible image prompt, negative constraints, an actual visual asset when image generation is available, and a manifest entry. Use for home, task, ranking, shop, inventory, character…