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.
npx skills add Simone-Tarantino/godot-superpowers --skill ui-patterns-godotgit clone --depth 1 https://github.com/Simone-Tarantino/godot-superpowersWrote 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.
[](https://agentmods.dev/skills/simone-tarantino/godot-superpowers/ui-patterns-godot)<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.
<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>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.
| Model | Per session | Once 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 |
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.
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:
- Input "passes through" the UI to gameplay (because of
_inputvs_unhandled_inputmix-up or missingaccept_event()). - UI scales wrong on different resolutions (because
content_scale_sizewas never set). - Theming is ad-hoc per scene (because no
Theme.treswas 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:
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.
- 10d ago First seen · 243 lines · 88 tokens per session scan A b272c8fcdc5e
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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