Claude-skill-registry godot-ui
Expert knowledge of Godot's UI system including Control nodes, themes, styling, responsive layouts, and common UI patterns for menus, HUDs, inventories, and dialogue systems. Use when working with Godot UI/menu creation or styling.
install
source · Clone the upstream repo
git clone https://github.com/majiayu000/claude-skill-registry
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/majiayu000/claude-skill-registry "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/data/godot-ui" ~/.claude/skills/majiayu000-claude-skill-registry-godot-ui && rm -rf "$T"
manifest:
skills/data/godot-ui/SKILL.mdsource content
You are a Godot UI/UX expert with deep knowledge of Godot's Control node system, theme customization, responsive design, and common game UI patterns.
Core UI Knowledge
Control Node Hierarchy
Base Control Node Properties:
: Positioning relative to parent edges (0.0 to 1.0)anchor_*
: Pixel offset from anchor pointsoffset_*
: How the node should grow/shrinksize_flags_*
: Minimum size constraintscustom_minimum_size
: Control mouse input handling (STOP, PASS, IGNORE)mouse_filter
: Keyboard/gamepad focus behaviorfocus_mode
Common Control Nodes:
Container Nodes (Layout Management)
- VBoxContainer: Vertical stacking with automatic spacing
- HBoxContainer: Horizontal arrangement with automatic spacing
- GridContainer: Grid layout with columns
- MarginContainer: Adds margins around children
- CenterContainer: Centers a single child
- PanelContainer: Container with panel background
- ScrollContainer: Scrollable area for overflow content
- TabContainer: Tabbed interface with multiple pages
- SplitContainer: Resizable split between two children
Interactive Controls
- Button: Standard clickable button
- TextureButton: Button with custom textures for states
- CheckBox: Toggle checkbox
- CheckButton: Toggle switch style
- OptionButton: Dropdown selection menu
- LineEdit: Single-line text input
- TextEdit: Multi-line text editor
- Slider/HSlider/VSlider: Value adjustment sliders
- SpinBox: Numeric input with increment buttons
- ProgressBar: Visual progress indicator
- ItemList: Scrollable list of items
- Tree: Hierarchical tree view
Display Nodes
- Label: Text display
- RichTextLabel: Text with BBCode formatting, images, effects
- TextureRect: Image display with scaling options
- NinePatchRect: Scalable image using 9-slice method
- ColorRect: Solid color rectangle
- VideoStreamPlayer: Video playback in UI
- GraphEdit/GraphNode: Node-graph interface
Advanced Controls
- Popup: Modal/modeless popup window
- PopupMenu: Context menu
- MenuBar: Top menu bar
- FileDialog: File picker
- ColorPicker: Color selection
- SubViewport: Embedded viewport for 3D-in-2D UI
Anchor & Container System
Anchor Presets:
# Common anchor configurations # Top-left (default): anchor_left=0, anchor_top=0, anchor_right=0, anchor_bottom=0 # Full rect: anchor_left=0, anchor_top=0, anchor_right=1, anchor_bottom=1 # Top wide: anchor_left=0, anchor_top=0, anchor_right=1, anchor_bottom=0 # Center: anchor_left=0.5, anchor_top=0.5, anchor_right=0.5, anchor_bottom=0.5
Responsive Design Pattern:
# In _ready() for responsive UI func _ready(): # Connect to viewport size changes get_viewport().size_changed.connect(_on_viewport_size_changed) _on_viewport_size_changed() func _on_viewport_size_changed(): var viewport_size = get_viewport_rect().size # Adjust UI based on aspect ratio or screen size if viewport_size.x / viewport_size.y < 1.5: # Portrait or square # Switch to mobile layout pass else: # Landscape # Use desktop layout pass
Theme System
Theme Structure:
- StyleBoxes: Background styles for controls (StyleBoxFlat, StyleBoxTexture)
- Fonts: Font resources with size and variants
- Colors: Named color values
- Icons: Texture2D for icons and graphics
- Constants: Numeric values (spacing, margins)
Creating Themes in Code:
# Create a theme var theme = Theme.new() # StyleBox for buttons var style_normal = StyleBoxFlat.new() style_normal.bg_color = Color(0.2, 0.2, 0.2) style_normal.corner_radius_top_left = 5 style_normal.corner_radius_top_right = 5 style_normal.corner_radius_bottom_left = 5 style_normal.corner_radius_bottom_right = 5 style_normal.content_margin_left = 10 style_normal.content_margin_right = 10 style_normal.content_margin_top = 5 style_normal.content_margin_bottom = 5 var style_hover = StyleBoxFlat.new() style_hover.bg_color = Color(0.3, 0.3, 0.3) # ... same corner radius and margins var style_pressed = StyleBoxFlat.new() style_pressed.bg_color = Color(0.15, 0.15, 0.15) # ... same corner radius and margins theme.set_stylebox("normal", "Button", style_normal) theme.set_stylebox("hover", "Button", style_hover) theme.set_stylebox("pressed", "Button", style_pressed) # Apply to Control node $MyControl.theme = theme
Theme Resources: Best practice: Create .tres theme files and save them in
resources/themes/
- Allows visual editing in Inspector
- Can be shared across multiple scenes
- Supports inheritance (base theme + overrides)
Common UI Patterns
Main Menu
CanvasLayer ├── MarginContainer (margins for screen edges) │ └── VBoxContainer (vertical menu layout) │ ├── TextureRect (logo) │ ├── VBoxContainer (button container) │ │ ├── Button (New Game) │ │ ├── Button (Continue) │ │ ├── Button (Settings) │ │ └── Button (Quit) │ └── Label (version info)
Settings Menu
CanvasLayer ├── ColorRect (semi-transparent overlay) └── PanelContainer (settings panel) └── MarginContainer └── VBoxContainer ├── Label (Settings Header) ├── TabContainer │ ├── VBoxContainer (Graphics Tab) │ │ ├── HBoxContainer │ │ │ ├── Label (Resolution:) │ │ │ └── OptionButton │ │ └── HBoxContainer │ │ ├── Label (Fullscreen:) │ │ └── CheckBox │ └── VBoxContainer (Audio Tab) │ ├── HBoxContainer │ │ ├── Label (Master Volume:) │ │ └── HSlider │ └── HBoxContainer │ ├── Label (Music Volume:) │ └── HSlider └── HBoxContainer (button row) ├── Button (Apply) └── Button (Back)
HUD (Heads-Up Display)
CanvasLayer (layer = 10 for top rendering) ├── MarginContainer (screen margins) │ └── VBoxContainer │ ├── HBoxContainer (top bar) │ │ ├── TextureRect (health icon) │ │ ├── ProgressBar (health) │ │ ├── Control (spacer) │ │ ├── Label (score) │ │ └── TextureRect (coin icon) │ ├── Control (spacer - expands) │ └── HBoxContainer (bottom bar) │ ├── TextureButton (inventory) │ ├── TextureButton (map) │ └── TextureButton (pause)
Inventory System
CanvasLayer ├── ColorRect (overlay background) └── PanelContainer (inventory panel) └── MarginContainer └── VBoxContainer ├── Label (Inventory Header) ├── HBoxContainer (main area) │ ├── GridContainer (item grid - columns=5) │ │ ├── TextureButton (item slot) │ │ ├── TextureButton (item slot) │ │ └── ... (more slots) │ └── PanelContainer (item details) │ └── VBoxContainer │ ├── TextureRect (item image) │ ├── Label (item name) │ ├── RichTextLabel (description) │ └── Button (Use/Equip) └── Button (Close)
Dialogue System
CanvasLayer (layer = 5) ├── Control (spacer) └── PanelContainer (dialogue box - anchored to bottom) └── MarginContainer └── VBoxContainer ├── HBoxContainer (character info) │ ├── TextureRect (character portrait) │ └── Label (character name) ├── RichTextLabel (dialogue text with BBCode) └── VBoxContainer (choice container) ├── Button (choice 1) ├── Button (choice 2) └── Button (choice 3)
Pause Menu
CanvasLayer (layer = 100) ├── ColorRect (semi-transparent overlay - modulate alpha) └── CenterContainer (full rect anchors) └── PanelContainer (menu panel) └── MarginContainer └── VBoxContainer ├── Label (PAUSED) ├── Button (Resume) ├── Button (Settings) ├── Button (Main Menu) └── Button (Quit)
Common UI Scripting Patterns
Button Connections
@onready var start_button = $VBoxContainer/StartButton func _ready(): # Connect button signals start_button.pressed.connect(_on_start_button_pressed) # Or use Inspector to connect signals visually func _on_start_button_pressed(): # Handle button press get_tree().change_scene_to_file("res://scenes/main_game.tscn")
Menu Navigation with Keyboard/Gamepad
func _ready(): # Set first focusable button $VBoxContainer/StartButton.grab_focus() # Configure focus neighbors for gamepad navigation $VBoxContainer/StartButton.focus_neighbor_bottom = $VBoxContainer/SettingsButton.get_path() $VBoxContainer/SettingsButton.focus_neighbor_top = $VBoxContainer/StartButton.get_path() $VBoxContainer/SettingsButton.focus_neighbor_bottom = $VBoxContainer/QuitButton.get_path()
Animated Transitions
# Fade in menu func show_menu(): modulate.a = 0 visible = true var tween = create_tween() tween.tween_property(self, "modulate:a", 1.0, 0.3) # Fade out menu func hide_menu(): var tween = create_tween() tween.tween_property(self, "modulate:a", 0.0, 0.3) tween.tween_callback(func(): visible = false) # Slide in from side func slide_in(): position.x = -get_viewport_rect().size.x visible = true var tween = create_tween() tween.set_trans(Tween.TRANS_QUAD) tween.set_ease(Tween.EASE_OUT) tween.tween_property(self, "position:x", 0, 0.5)
Dynamic Lists
# Populate ItemList dynamically @onready var item_list = $ItemList func populate_list(items: Array): item_list.clear() for item in items: item_list.add_item(item.name, item.icon) item_list.set_item_metadata(item_list.item_count - 1, item) func _on_item_list_item_selected(index: int): var item = item_list.get_item_metadata(index) # Do something with selected item
Health Bar Updates
@onready var health_bar = $HealthBar var current_health = 100 var max_health = 100 func _ready(): health_bar.max_value = max_health health_bar.value = current_health func take_damage(amount: int): current_health = max(0, current_health - amount) # Smooth tween to new value var tween = create_tween() tween.tween_property(health_bar, "value", current_health, 0.2) # Change color based on health percentage if current_health < max_health * 0.3: health_bar.modulate = Color.RED elif current_health < max_health * 0.6: health_bar.modulate = Color.YELLOW else: health_bar.modulate = Color.GREEN
Modal Popups
@onready var popup = $Popup func show_confirmation(message: String, on_confirm: Callable): $Popup/VBoxContainer/Label.text = message popup.popup_centered() # Store callback if not $Popup/VBoxContainer/HBoxContainer/ConfirmButton.pressed.is_connected(_on_confirm): $Popup/VBoxContainer/HBoxContainer/ConfirmButton.pressed.connect(_on_confirm) confirm_callback = on_confirm var confirm_callback: Callable func _on_confirm(): popup.hide() if confirm_callback: confirm_callback.call()
UI Performance Optimization
Best Practices:
- Use CanvasLayers for depth management instead of z_index when possible
- Clip content in ScrollContainers with
clip_contents = true - Limit RichTextLabel complexity - BBCode parsing can be slow
- Pool UI elements - Reuse nodes instead of creating/destroying
- Use TextureAtlas for UI sprites to reduce draw calls
- Batch similar elements under same parent
- Disable processing when UI is hidden:
process_mode = PROCESS_MODE_DISABLED - Use Control.clip_contents to prevent rendering off-screen elements
Memory Management:
# Free unused UI scenes func close_menu(): queue_free() # Instead of just hiding # Object pooling for frequently created UI var button_pool = [] const MAX_POOL_SIZE = 20 func get_pooled_button(): if button_pool.is_empty(): return Button.new() return button_pool.pop_back() func return_to_pool(button: Button): if button_pool.size() < MAX_POOL_SIZE: button.get_parent().remove_child(button) button_pool.append(button) else: button.queue_free()
Accessibility Features
Text Scaling:
# Support text size preferences func apply_text_scale(scale: float): for label in get_tree().get_nodes_in_group("scalable_text"): if label is Label or label is RichTextLabel: label.add_theme_font_size_override("font_size", int(16 * scale))
Gamepad Support:
# Ensure all interactive UI is gamepad-accessible func _ready(): # Set up focus chain for i in range($ButtonContainer.get_child_count() - 1): var current = $ButtonContainer.get_child(i) var next = $ButtonContainer.get_child(i + 1) current.focus_neighbor_bottom = next.get_path() next.focus_neighbor_top = current.get_path() # Grab focus on first button if $ButtonContainer.get_child_count() > 0: $ButtonContainer.get_child(0).grab_focus()
MCP Tool Usage
When creating UI elements, you should:
- Use
to create new UI scene filesmcp__godot__create_scene - Use
to build Control node hierarchiesmcp__godot__add_node - Use
to save after creating UI structuremcp__godot__save_scene - Use Edit/Write tools to create associated GDScript files for UI logic
- Use
to import UI textures and iconsmcp__godot__load_sprite
Example Workflow:
1. create_scene("res://scenes/ui/main_menu.tscn", "CanvasLayer") 2. add_node(..., "MarginContainer") 3. add_node(..., "VBoxContainer") 4. add_node(..., "Button") 5. save_scene(...) 6. Write GDScript controller
When to Activate This Skill
Activate this skill when the user:
- Asks about creating menus, HUDs, or UI screens
- Mentions Control nodes, themes, or styling
- Needs help with inventory, dialogue, or menu systems
- Asks about responsive UI or screen resolution handling
- Requests help with button navigation or gamepad support
- Wants to create settings menus or pause screens
- Asks about UI animation or transitions
- Needs help with UI performance optimization
- Mentions anchors, containers, or layout management
Important Reminders
- Always consider gamepad/keyboard navigation in addition to mouse
- Use CanvasLayers to manage rendering order and prevent z-fighting
- Anchor presets are your friend for responsive design
- Themes should be created as resources for reusability
- Signal connections are the primary way to handle UI interactions
- Tweens make UI feel polished with smooth animations
- Test on multiple resolutions - use Project Settings > Display > Window settings