hud-system

hud-system is a skill for Claude Code from jame581/GodotPrompter. It costs 25 tokens per session (2,777 once invoked), scanned A, original, MIT.

A guide to building an in-game HUD, the fixed screen display that shows information such as health, score, maps, notifications, and damage numbers, in Godot 4.3 and later.

In plain words
What is it for?
Use it to implement health bars, score displays, minimaps, notifications, damage numbers, cooldown bars, and other screen-space game information.
Why use it?
It explains how to keep the HUD fixed while the camera moves through the game world and how to organize its common elements.

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 implement health bars, score displays, minimaps, notifications, damage numbers, cooldown bars, and other screen-space game information.

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

README.md
[![agentmods](https://agentmods.dev/badge/skills/jame581/godotprompter/hud-system/github.svg)](https://agentmods.dev/skills/jame581/godotprompter/hud-system)
Your own site
<a href="https://agentmods.dev/skills/jame581/godotprompter/hud-system"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/hud-system/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 hud-system

Your own site · 80×15
<a href="https://agentmods.dev/skills/jame581/godotprompter/hud-system"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/hud-system.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 25 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,777 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 $0.00025 $0.02777
Opus 5 $0.00013 $0.01388
Sonnet 5 $0.00005 $0.00555
Haiku 4.5 $0.00003 $0.00278

Measured 10d ago against content hash 8f5d864e576b, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

hud-system 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 10d 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/hud-system/SKILL.md · 334 lines

How it starts

The opening of the file, as written. The whole thing — 334 lines — stays where its author put it; the contents beside it link to each section on GitHub.

HUD Systems in Godot 4.3+

All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.

Related skills: godot-ui for Control node layout and themes, component-system for HealthComponent integration, event-bus for score/notification signals, inventory-system for inventory UI patterns, 2d-essentials for CanvasLayer setup and draw order, ability-system for cooldown bar and resource bar binding patterns.


1. HUD Architecture

Why CanvasLayer

A CanvasLayer renders its children in a fixed screen-space layer that is completely independent of any Camera2D or Camera3D transform. Without it, HUD nodes attached to the scene root still move with the camera when you pan or zoom. Wrapping all HUD nodes in a CanvasLayer (layer ≥ 1) ensures the HUD always stays in place regardless of camera movement.

Scene Tree

World (Node2D / Node3D)
├── TileMapLayer          ← game world
├── Player (CharacterBody2D)
│   ├── Camera2D
│   ├── HealthComponent
│   └── HurtboxComponent
├── Enemies
└── HUD (CanvasLayer — layer: 1)
    ├── MarginContainer (anchor: Full Rect — provides edge padding)
    │   ├── TopBar (HBoxContainer)
    │   │   ├── HealthBarPanel (PanelContainer)
    │   │   │   └── HealthBar (TextureProgressBar or ProgressBar)
    │   │   └── ScoreLabel (Label)
    │   └── BottomBar (HBoxContainer)
    │       └── InteractionPrompt (Label — hidden by default)
    ├── DamageNumbersLayer (Node2D — world-space spawning point)
    ├── MinimapContainer (SubViewportContainer)
    │   └── MinimapViewport (SubViewport)
    │       ├── MinimapCamera (Camera2D)
    │       └── MinimapWorld (mirrors or references world nodes)
    └── NotificationStack (VBoxContainer — anchored top-right)

Key rules:

  • Keep all HUD scenes under a single CanvasLayer. Do not mix HUD nodes into the game world tree.
  • Use layer = 1 for the main HUD. Use higher values (e.g. 10) for overlays or pause menus that must appear above the HUD.
  • Damage numbers are an exception — they can live in a Node2D child of the CanvasLayer and use get_viewport().get_screen_transform() to convert world positions to screen positions.

Read the full file on GitHub · 334 lines

Files

What ships with it

4 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. 10d ago First seen · 334 lines · 25 tokens per session scan A 8f5d864e576b

Subscribe to this mod's changes

hud-system is a skill published in the GitHub repository jame581/GodotPrompter (689 stars, last pushed 28d ago), licensed MIT. It adds 25 tokens to every session and 2,777 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.