use-widget-asset

use-widget-asset is a skill for Claude Code from ouzlifaneyassine1-dot/onyx-engine. It costs 98 tokens per session (2,930 once invoked), scanned A, a copy of use-widget-asset, MIT.

A Godot integration guide for using sliced interface graphics such as panels, buttons, sliders, progress bars, and toggle pairs. Godot is a game engine; the guide uses its controls to stretch these graphics without distorting their borders.

In plain words
What is it for?
Wiring panels and rounded rectangles to NinePatchRect, value bars to TextureProgressBar, and static graphics to TextureRect. It also handles linked ON/OFF toggle slices.
Why use it?
It explains how to turn asset-sheet metadata into working Godot controls instead of treating every widget as a fixed image. The metadata includes stretch margins, fill areas, and on/off pair links.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions Claude Code; mentions Codex.

Part of the onyx plugin — 77 skills, 1 command, 2 hooks, 1 MCP server shipped together

Good fit Wiring panels and rounded rectangles to NinePatchRect, value bars to TextureProgressBar, and static graphics to TextureRect. It also handles linked ON/OFF toggle slices.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/ouzlifaneyassine1-dot/onyx-engine/use-widget-asset
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 ouzlifaneyassine1-dot/onyx-engine --skill use-widget-asset
Clone the repo
git clone --depth 1 https://github.com/ouzlifaneyassine1-dot/onyx-engine

Made for: Claude Code.

Or install onyx, the plugin that ships this one along with the rest of its 77 skills, 1 command, 2 hooks, 1 MCP server.

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 use-widget-asset

README.md
[![agentmods](https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/use-widget-asset/github.svg)](https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/use-widget-asset)
Your own site
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/use-widget-asset"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/use-widget-asset/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 use-widget-asset

Your own site · 80×15
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/use-widget-asset"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/use-widget-asset.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 98 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,930 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.
Origin 89% copy Near-identical to another mod 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 $0.00098 $0.02930
Opus 5 $0.00049 $0.01465
Sonnet 5 $0.00020 $0.00586
Haiku 4.5 $0.00010 $0.00293

Measured 10d ago against content hash 0ea1a9bb83d9, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

use-widget-asset 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.

Origin

This is a copy

89% identical to use-widget-asset — 22 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

skills/2d-assets/use-widget-asset/SKILL.md · 218 lines

How it starts

The opening of the file, as written. The whole thing — 218 lines — stays where its author put it; the contents beside it link to each section on GitHub.

use-widget-asset — Wire a sliced widget into a real Godot control

When the create-asset-sheet wizard sees a stretchable UI element (a panel, a slider, a progress bar, a toggle), it returns more than a flat PNG. It returns geometry: 9-slice frame margins for stretchable rectangles, and a fill rect for value-driven widgets. It also pairs ON/OFF toggle slices via pairWith. This skill is the runtime side: how to read that metadata and wire the asset into the right Godot node.

If a slice has no widget metadata, treat it as a static texture (TextureRect) and skip this skill.

Shape support (read first)

The single rule that governs everything below:

9-slice for any AABB-fitting stretchable widget. Static texture for everything else.

Concrete:

Shape Approach Why
Rectangle (panel, button, bar, frame) NinePatchRect with frameMargins 4 corners stay fixed, 4 edges stretch on one axis, center stretches both. Standard 9-slice.
Rounded rectangle NinePatchRect with frameMargins Corner radii live inside the fixed corner cells. Identical to plain rectangle.
Circle / ellipse (round button, gem) Static TextureRect, scale uniformly No edge to stretch — the shape has no "interior to grow."
Diamond / hexagon (badge) Either ship at multiple sizes OR static texture, scale uniformly 9-slice would distort the angled corners. SDF would solve it but is overkill for this pipeline.
Diagonal banner NinePatchRect, accept some distortion Slopes sit in the fixed corner cells; horizontal middle stretches. Looks fine if not stretched aggressively.
Organic shape (scroll, ribbon, painted sash) Static TextureRect Not stretchable in any direction. Regenerate at the target size if you need a different one.

The wizard's vision detector only emits widget metadata for the 5 kinds it knows how to slice (slider, progress_bar, toggle, panel, button). Anything else lands as a static category: ui slice with no widget field — fall through to "render as TextureRect" and skip the rest of this skill.

Read the full file on GitHub · 218 lines

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 · 218 lines · 98 tokens per session scan A 0ea1a9bb83d9

Subscribe to this mod's changes

use-widget-asset is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 2mo ago), licensed MIT. It adds 98 tokens to every session and 2,930 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. It is 89% identical to use-widget-asset, differing in 22 lines, and is treated as a copy.

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