godot-ui

godot-ui is a skill for Claude Code from jame581/GodotPrompter. It costs 22 tokens per session (3,240 once invoked), scanned A, original, MIT.

A guide to building user interfaces in Godot 4.3 and later, including controls, visual themes, and layouts that adjust to their containers.

In plain words
What is it for?
Use it to build menus, buttons, labels, forms, and other game screens with Godot’s Control nodes, anchors, containers, and themes.
Why use it?
It explains how Godot’s interface elements are sized, positioned, styled, and arranged, reducing trial and error when screens need to work at different sizes.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the godot-prompter plugin — 57 skills, 9 agents, 2 hooks shipped together

Good fit Use it to build menus, buttons, labels, forms, and other game screens with Godot’s Control nodes, anchors, containers, and themes.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/jame581/godotprompter/godot-ui
Install

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.

Any agent
npx skills add jame581/GodotPrompter --skill godot-ui
Clone the repo
git clone --depth 1 https://github.com/jame581/GodotPrompter

Made for: Claude Code.

Or install godot-prompter, the plugin that ships this one along with the rest of its 57 skills, 9 agents, 2 hooks.

Wrote 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.

agentmods badge for godot-ui

README.md
[![agentmods](https://agentmods.dev/badge/skills/jame581/godotprompter/godot-ui/github.svg)](https://agentmods.dev/skills/jame581/godotprompter/godot-ui)
Your own site
<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.

agentmods 80×15 button for godot-ui

Your own site · 80×15
<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>
Per session 22 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,240 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 13d ago against content hash b4514cbd13a8, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

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.

skills/godot-ui/SKILL.md · 206 lines

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 rect
  • offset_left, offset_top, offset_right, offset_bottom — pixel offsets applied after the anchor resolves
  • size_flags_horizontal, size_flags_vertical — how the node participates in Container layout
  • theme — a Theme resource; if null, walks up the tree to the nearest ancestor with one
  • focus_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_live changed type from DisplayServer.AccessibilityLiveMode to AccessibilityServer.AccessibilityLiveMode (LIVE_OFF = 0 default, LIVE_POLITE, LIVE_ASSERTIVE) — accessibility enums/APIs moved to the new AccessibilityServer singleton. GDScript-compatible; breaks C# binary/source compatibility (rebuild against the new enum). See the 4.7 migration guide.

Read the full file on GitHub · 206 lines

Files

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.

Changes

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.

  1. 13d ago First seen · 206 lines · 22 tokens per session scan A b4514cbd13a8

Subscribe to this mod's changes

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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