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 jame581/GodotPrompter --skill godot-uigit 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/skills/jame581/godotprompter/godot-ui)<a href="https://agentmods.dev/skills/jame581/godotprompter/godot-ui"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/godot-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/jame581/godotprompter/godot-ui"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/godot-ui.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- 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 | $0.00022 | $0.03240 |
| Opus 5 | $0.00011 | $0.01620 |
| Sonnet 5 | $0.00004 | $0.00648 |
| Haiku 4.5 | $0.00002 | $0.00324 |
Grade A, and why
godot-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 13d 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 — 206 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot UI — Control Nodes, Themes & Layout
All examples target Godot 4.3+ with no deprecated APIs; GDScript first, then C#.
Related skills: responsive-ui for multi-resolution scaling, hud-system for in-game HUD patterns, dialogue-system for dialogue UI presentation, tween-animation for UI transition and animation effects.
1. Control Node Hierarchy
How Control Differs from Node2D
Control is the base class for all UI nodes — it lives in a separate scene-tree branch from Node2D/Node3D with a fundamentally different layout model.
| Feature | Node2D |
Control |
|---|---|---|
| Position model | World-space position (pixels from parent) |
Anchor + offset relative to parent rect |
| Size | No intrinsic size | Has size, minimum_size, custom_minimum_size |
| Theme | None | Inherits and overrides Theme resources |
| Focus | Not applicable | Built-in focus system (focus_mode, grab_focus()) |
| Mouse events | Manual via _input |
gui_input, mouse_entered, mouse_exited |
| Layout helpers | None | Container subclasses auto-arrange children |
Control as Base Class
Every UI widget (Button, Label, LineEdit, etc.) extends Control. Key properties defined on Control itself:
anchor_left,anchor_top,anchor_right,anchor_bottom— fractional values (0.0–1.0) relative to the parent rectoffset_left,offset_top,offset_right,offset_bottom— pixel offsets applied after the anchor resolvessize_flags_horizontal,size_flags_vertical— how the node participates inContainerlayouttheme— aThemeresource; ifnull, walks up the tree to the nearest ancestor with onefocus_mode— whether the node can receive keyboard/gamepad focus
Place UI nodes inside a CanvasLayer (or directly under the scene root's built-in canvas) so they render on top of the 3D/2D world, unaffected by Camera transforms.
⚠️ Changed in Godot 4.7:
Control.accessibility_livechanged type fromDisplayServer.AccessibilityLiveModetoAccessibilityServer.AccessibilityLiveMode(LIVE_OFF = 0default,LIVE_POLITE,LIVE_ASSERTIVE) — accessibility enums/APIs moved to the newAccessibilityServersingleton. GDScript-compatible; breaks C# binary/source compatibility (rebuild against the new enum). See the 4.7 migration guide.
What ships with it
6 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.
- 13d ago First seen · 206 lines · 22 tokens per session scan A b4514cbd13a8
godot-ui is a skill published in the GitHub repository jame581/GodotPrompter (695 stars, last pushed 1mo ago), licensed MIT. It adds 22 tokens to every session and 3,240 once invoked, about $0.0001 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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