ui-patterns-godot

ui-patterns-godot is a skill for Claude Code from Simone-Tarantino/godot-superpowers. It costs 88 tokens per session (3,067 once invoked), scanned A, original, MIT.

A guide to building user interfaces in Godot 4.x, the game-development engine. It covers themes, keyboard and controller focus, input handling, responsive scaling, HUD layers, and basic accessibility.

In plain words
What is it for?
Use it when creating Godot menus, HUDs, settings screens, or other Control-based interfaces. It explains project-wide theme and scaling setup as well as input behavior.
Why use it?
It helps avoid common problems such as clicks reaching the game behind a menu, layouts breaking at different resolutions, and inconsistent styling.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Part of the godot-superpowers plugin — 33 skills, 15 agents, 4 hooks, 5 MCP servers shipped together

Good fit Use it when creating Godot menus, HUDs, settings screens, or other Control-based interfaces. It explains project-wide theme and scaling setup as well as input behavior.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/simone-tarantino/godot-superpowers/ui-patterns-godot
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 Simone-Tarantino/godot-superpowers --skill ui-patterns-godot
Clone the repo
git clone --depth 1 https://github.com/Simone-Tarantino/godot-superpowers

Made for: Claude Code.

Or install godot-superpowers, the plugin that ships this one along with the rest of its 33 skills, 15 agents, 4 hooks, 5 MCP servers.

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.

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README.md
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Your own site
<a href="https://agentmods.dev/skills/simone-tarantino/godot-superpowers/ui-patterns-godot"><img src="https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/ui-patterns-godot/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 ui-patterns-godot

Your own site · 80×15
<a href="https://agentmods.dev/skills/simone-tarantino/godot-superpowers/ui-patterns-godot"><img src="https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/ui-patterns-godot.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 88 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,067 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 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 $0.00088 $0.03067
Opus 5 $0.00044 $0.01533
Sonnet 5 $0.00018 $0.00613
Haiku 4.5 $0.00009 $0.00307

Measured 10d ago against content hash b272c8fcdc5e, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

ui-patterns-godot 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/ui-patterns-godot/SKILL.md · 243 lines

How it starts

The opening of the file, as written. The whole thing — 243 lines — stays where its author put it; the contents beside it link to each section on GitHub.

UI patterns (Godot 4.x)

Godot's UI system is powerful and very easy to misuse. Three failure modes drive 80% of UI bugs in indie projects:

  1. Input "passes through" the UI to gameplay (because of _input vs _unhandled_input mix-up or missing accept_event()).
  2. UI scales wrong on different resolutions (because content_scale_size was never set).
  3. Theming is ad-hoc per scene (because no Theme.tres was authored — every menu carries inline overrides).

This skill is the canonical fix for all three. It is generic, not genre-specific. For game-specific HUD shapes (health bar, ammo counter, dialogue box) see create-scene.

1. Project-level UI settings

Set these in project.godot once, then forget. Reference: Multiple resolutions.

[display]

window/size/viewport_width=1920
window/size/viewport_height=1080
window/stretch/mode="canvas_items"      # 2D pixel-perfect; use "viewport" for low-res pixel art
window/stretch/aspect="expand"           # adds black bars only when extreme
window/stretch/scale_mode="fractional"

[gui]

theme/custom="res://ui/theme.tres"        # project-wide Theme
theme/default_font_size=18
common/snap_controls_to_pixels=true
Stretch mode Use for
disabled UI scales 1:1 with the window — only correct for tools / desktop apps
canvas_items Vector-style UI; sharp at any resolution; default for most modern games
viewport Low-res pixel-art games — renders to a fixed-size viewport, then scales the whole framebuffer

2. Theme — single source of truth

A Theme.tres resource maps node-class + state → StyleBox, font, color, icon. Author it once in res://ui/theme.tres and reference it from project.godot (gui/theme/custom). Every Control inherits it unless explicitly overridden.

Build a Theme via the editor (Inspector → New Theme on any Control), or programmatically:

Read the full file on GitHub · 243 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 · 243 lines · 88 tokens per session scan A b272c8fcdc5e

Subscribe to this mod's changes

ui-patterns-godot is a skill published in the GitHub repository Simone-Tarantino/godot-superpowers (2 stars, last pushed 4mo ago), licensed MIT. It adds 88 tokens to every session and 3,067 once invoked, about $0.0004 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 2026-08-31.

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