build-hud

build-hud is a skill for Claude Code, Codex from playcanvas/create-playcanvas. It costs 61 tokens per session (485 once invoked), scanned A, original, MIT.

A workflow for building a game's HUD, the on-screen interface showing game status, menus, and indicators such as timers or gauges.

In plain words
What is it for?
It helps create ready, pause, and victory screens, live indicators, responsive layouts, and screen-space UI separate from 3D gameplay objects.
Why use it?
It keeps the interface driven by the game's actual state instead of allowing buttons or page elements to become a second source of truth.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit It helps create ready, pause, and victory screens, live indicators, responsive layouts, and screen-space UI separate from 3D gameplay objects.

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Install with agentmods
npx agentmods add skills/playcanvas/create-playcanvas/build-hud
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 playcanvas/create-playcanvas --skill build-hud
Clone the repo
git clone --depth 1 https://github.com/playcanvas/create-playcanvas

Made for: Claude Code, Codex.

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 build-hud

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/playcanvas/create-playcanvas/build-hud"><img src="https://agentmods.dev/badge/skills/playcanvas/create-playcanvas/build-hud.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 61 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 485 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 $0.00061 $0.00485
Opus 5 $0.00030 $0.00243
Sonnet 5 $0.00012 $0.00097
Haiku 4.5 $0.00006 $0.00049

Measured 9d ago against content hash e09a691b886c, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

build-hud 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 9d 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

Copies of this mod

1 near-identical copy found in the catalogue:

  • build-hud — 100% identical, 0 lines differ
skills/build-hud/SKILL.md · 39 lines

What it actually says

Game interface

A HUD is a view of game state, not a source of it. Render it from the current state each frame or on each transition; never store gameplay truth in the DOM or a UI element.

Choose the UI layer

  • Build the interface in the natural UI layer for the surface — a DOM or React overlay, or the Engine screen and element UI — decided with the build-app skill. Keep it outside gameplay model hierarchies, as assemble-scene requires.
  • For a screen-space Engine UI, adapt a user-interface example with find-examples rather than guessing element anchoring, scaling, and font handling.

Drive from state

  • Map each overlay to a game state and each indicator to a snapshot field. A transition shows or hides overlays; it does not duplicate the state the game already owns (see manage-game-state).
  • An indicator that is idle most of the time toggles enabled with its visibility; an element left drawing at opacity 0 still costs a draw call every frame (see reduce-draw-calls).
  • Anchor and scale elements to the viewport so the layout holds at the target resolution and on resize. Verify at the acceptance resolution, not the default window size.
  • Keep copy minimal and legible over the scene: back text with a plate or shadow where the frame is bright, and unify interface colour with the scene's grade from light-scene.

Prove it reflects state

Drive real input through every transition and confirm with screenshots that the correct overlay shows and each indicator tracks the snapshot — a reload meter empties and refills, a timer advances, a menu appears only in its state. A saved filepath or a visibility flag is not visual evidence; inspect the returned pixels as the local agent guide requires.

Choose the authoring surface with the build-app skill and build the interface through its own UI primitives before reaching into the Engine.

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. 9d ago First seen · 39 lines · 61 tokens per session scan A e09a691b886c

Subscribe to this mod's changes

build-hud is a skill published in the GitHub repository playcanvas/create-playcanvas (53 stars, last pushed today), licensed MIT. It adds 61 tokens to every session and 485 once invoked, about $0.0003 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.