godot-ui▌
zate/cc-godot · updated Apr 8, 2026
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Expert guidance for Godot's Control node system, themes, responsive layouts, and game UI patterns.
- ›Covers all major Control node types including containers (VBoxContainer, GridContainer, ScrollContainer), interactive controls (Button, TextEdit, Slider), and display nodes (Label, RichTextLabel, TextureRect)
- ›Provides complete theme system documentation with code examples for creating StyleBoxes, fonts, colors, and icons programmatically or as .tres resources
- ›Includes ready-to-use scene
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:
anchor_*: Positioning relative to parent edges (0.0 to 1.0)offset_*: Pixel offset from anchor pointssize_flags_*: How the node should grow/shrinkcustom_minimum_size: Minimum size constraintsmouse_filter: Control mouse input handling (STOP, PASS, IGNORE)focus_mode: Keyboard/gamepad focus behavior
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/SettingsButtonhow to use godot-uiHow to use godot-ui on Cursor
AI-first code editor with Composer
1Prerequisites
Before installing skills in Cursor, ensure your development environment meets these requirements:
- ›Cursor installed and configured on your development machine
- ›Node.js version 16.0+ with npm package manager (verify with
node --version) - ›Active project directory or workspace where you want to add godot-ui
2Execute installation command
Execute the skills CLI command in your project's root directory to begin installation:
$npx skills add https://github.com/zate/cc-godot --skill godot-uiThe skills CLI fetches godot-ui from GitHub repository zate/cc-godot and configures it for Cursor.
3Select Cursor when prompted
The CLI will show a list of available agents. Use arrow keys to navigate and space to select Cursor:
◆ Which agents do you want to install to?││ ── Universal (.agents/skills) ── always included ────│ • Amp│ • Antigravity│ • Cline│ • Codex│ ●Cursor(selected)│ • Cursor│ • Windsurf4Verify installation
Confirm successful installation by checking the skill directory location:
.cursor/skills/godot-uiReload or restart Cursor to activate godot-ui. Access the skill through slash commands (e.g., /godot-ui) or your agent's skill management interface.
⚠Security & Verification Notice
We perform automated surface-level scans (Gen AI Scanner, Socket, Snyk) during installation. These checks detect common vulnerabilities but do not guarantee complete security. Always review skill source code and verify the publisher's reputation before production use.
Skills execute code in your development environment. Always verify the publisher's identity, review recent commits, and test in isolated environments before production deployment.
Additional Resources
List & Monetize Your Skill
Submit your Claude Code skill and start earning
GET_STARTED →Use Cases▌
Task Automation & Efficiency
Automate repetitive workflows and reduce manual effort
Example
Generate reports, summarize documents, draft communications
✓Save 3-5 hours per week on routine tasks
Knowledge Enhancement
Learn new skills, understand complex topics, get expert guidance
Example
Explain concepts, provide examples, suggest learning resources
✓Accelerate learning and skill development by 2x
Quality Improvement
Enhance output quality through reviews, suggestions, and refinements
Example
Review drafts, suggest improvements, catch errors
✓Improve work quality by 30-40% with less effort
Implementation Guide▌
Prerequisites
- ›Claude Desktop or compatible AI client with skill support
- ›Clear understanding of task or problem to solve
- ›Willingness to iterate and refine outputs
Time Estimate
15-45 minutes depending on use case complexity
Installation Steps
- 1.Install skill using provided installation command
- 2.Test with simple use case relevant to your work
- 3.Evaluate output quality and relevance
- 4.Iterate on prompts to improve results
- 5.Integrate into regular workflow if valuable
Common Pitfalls
- ⚠Expecting perfect results without iteration
- ⚠Not providing enough context in prompts
- ⚠Using skill for tasks outside its intended scope
- ⚠Accepting outputs without review and validation
Best Practices▌
✓ Do
- +Start with clear, specific prompts
- +Provide relevant context and constraints
- +Review and refine all outputs before using
- +Iterate to improve output quality
- +Document successful prompt patterns
✗ Don't
- −Don't use without understanding skill limitations
- −Don't skip validation of outputs
- −Don't share sensitive information in prompts
- −Don't expect skill to replace human judgment
💡 Pro Tips
- ★Be specific about desired format and style
- ★Ask for multiple options to choose from
- ★Request explanations to understand reasoning
- ★Combine AI efficiency with human expertise
When to Use This▌
✓ Use When
Use when skill capabilities match your task, clear ROI on time saved, and you can validate outputs. Best for repetitive tasks, learning, and quality improvement.
✗ Avoid When
Avoid when task requires deep expertise you can't validate, involves sensitive decisions, or when learning process is more valuable than speed of completion.
Learning Path▌
- 1Familiarize yourself with skill capabilities and limitations
- 2Start with low-risk, non-critical tasks
- 3Progress to more complex and valuable use cases
- 4Build expertise through regular use and experimentation
Discussion
Product Hunt–style comments (not star reviews)- No comments yet — start the thread.
general reviewsRatings
4.5★★★★★46 reviews- ★★★★★Ganesh Mohane· Dec 28, 2024
godot-ui fits our agent workflows well — practical, well scoped, and easy to wire into existing repos.
- ★★★★★Kiara Huang· Dec 20, 2024
We added godot-ui from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.
- ★★★★★Diya Garcia· Dec 20, 2024
Useful defaults in godot-ui — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
- ★★★★★Shikha Mishra· Dec 4, 2024
Useful defaults in godot-ui — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
- ★★★★★Yash Thakker· Nov 23, 2024
godot-ui has been reliable in day-to-day use. Documentation quality is above average for community skills.
- ★★★★★Hana Chen· Nov 23, 2024
godot-ui fits our agent workflows well — practical, well scoped, and easy to wire into existing repos.
- ★★★★★Chinedu Flores· Nov 11, 2024
godot-ui has been reliable in day-to-day use. Documentation quality is above average for community skills.
- ★★★★★Min Wang· Nov 7, 2024
I recommend godot-ui for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
- ★★★★★Min Park· Oct 26, 2024
Useful defaults in godot-ui — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
- ★★★★★Dhruvi Jain· Oct 14, 2024
Solid pick for teams standardizing on skills: godot-ui is focused, and the summary matches what you get after install.
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