Godot Ui Control logo

Godot Ui Control

OrganizationPopular
gamedev-skills
godot-ui-control

Build Godot 4.7 user interfaces with Control nodes: anchors and offsets for responsive layout, Container nodes (VBox/HBox/Grid/Margin) for automatic arrangement, Theme resources for consistent styling, and keyboard/gamepad focus navigation. Use when laying out a HUD, menu, or UI in a Godot project, working with Control/Container nodes, anchors, themes, or focus in a .tscn.

Overview

Publishergamedev-skills
Repositoryawesome-gamedev-agent-skills
Skill namegodot-ui-control
Stars
1.3K
Forks
107
Bundled files
1
LicenseApache-2.0
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 1 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by gamedev-skills on GitHub. Read the source before you install it.

Installation

Install the Godot Ui Control AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/godot/godot-ui-control
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git /tmp/awesome-gamedev-agent-skills
mkdir -p .claude/skills
cp -r /tmp/awesome-gamedev-agent-skills/skills/godot/godot-ui-control .claude/skills/godot-ui-control
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Godot Ui Control in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Godot Ui Control on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Godot Ui Control is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Godot UI / Control nodes (4.x)

Lay out responsive UI with Control anchors and Container nodes, style it with a Theme, and make it navigable by keyboard and gamepad. Targets Godot 4.7.

When to use

  • Use when building HUDs, menus, inventories, dialog boxes, or settings screens with Control-derived nodes; arranging UI that adapts to window size; theming; or wiring focus navigation for controller/keyboard.

When not to use: in-world 2D nodes (Node2D/sprites) → godot-nodes-scenes; animating UI transitions → godot-animation (Tween); genre UIs like card hands → card-game/visual-novel. For full input rebinding → input-systems.

Core workflow

  1. Use Control nodes for UI, not Node2D. Controls have a rect (position + size), anchors, and participate in focus/theming.
  2. Anchor for responsiveness. Anchors are fractions (0–1) of the parent rect that the Control's edges stick to. Use the editor's Layout presets (Top-Left, Full Rect, Center, etc.) instead of hand-placing pixels.
  3. Let Containers position children. Put children in a VBoxContainer, HBoxContainer, GridContainer, MarginContainer, etc. — the container sets their position/size; you control flow with size_flags. Don't set child anchors inside a container (it overrides them).
  4. Style with a Theme. Assign a Theme resource on a top Control; children inherit it. Override per-node with theme overrides only when necessary.
  5. Wire focus so gamepad/keyboard can move between buttons; set a default focused control and define neighbors or rely on auto-neighbor.
  6. Connect signals (pressed, toggled, text_submitted, value_changed).

Patterns

1. Responsive layout with anchors (code form)

gdscript
extends Control

func _ready() -> void:
    # Stretch this panel to fill its parent (equivalent to the "Full Rect" preset).
    anchors_preset = Control.PRESET_FULL_RECT
    # Or set anchors manually: all four edges at the parent's far corners.
    # anchor_left = 0; anchor_top = 0; anchor_right = 1; anchor_bottom = 1

2. A menu built from containers + button signals

gdscript
extends VBoxContainer    # children stack vertically, auto-sized

func _ready() -> void:
    for child in get_children():
        if child is Button:
            child.pressed.connect(_on_button_pressed.bind(child.name))
    # Give the first button focus so a gamepad can navigate immediately.
    if get_child_count() > 0:
        (get_child(0) as Control).grab_focus()

func _on_button_pressed(which: StringName) -> void:
    match which:
        "PlayButton":  get_tree().change_scene_to_file("res://game.tscn")
        "QuitButton":  get_tree().quit()

3. Size flags: make one child expand to fill leftover space

gdscript
# In a HBoxContainer: a label on the left, a spacer that eats remaining width.
func _ready() -> void:
    $Label.size_flags_horizontal = Control.SIZE_SHRINK_BEGIN
    $Spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL   # grows to fill

4. Theme override for one node (without a full Theme resource)

gdscript
func _ready() -> void:
    # Per-node overrides: use add_theme_* (type-specific setters).
    $Title.add_theme_font_size_override("font_size", 32)
    $Title.add_theme_color_override("font_color", Color.GOLD)
    $Panel.add_theme_stylebox_override("panel", preload("res://ui/panel.stylebox.tres"))

Pitfalls

  • Mixing manual position with Containers. A child of a Container cannot set its own position/anchors — the container owns layout. To free-place, take the node out of the container or use a plain Control/PanelContainer wrapper.
  • Anchors vs offsets. Anchors are fractions of the parent; offsets are pixel deltas from the anchored point. Set anchors via presets, then nudge with offsets. Setting only position while anchors are at 0 makes UI not scale with the window.
  • Node2D for UI. Buttons/labels parented under a Node2D won't theme or take focus correctly. Keep UI under a CanvasLayer/Control subtree.
  • Focus lost on gamepad. If nothing is focused, directional input does nothing. Call grab_focus() on an initial control and ensure focus_mode is not FOCUS_NONE.
  • Theme vs theme override. A Theme resource styles a whole subtree; add_theme_* overrides one node. Overusing per-node overrides defeats centralized theming.
  • rect_* properties are renamed. Godot 3's rect_size/rect_position/rect_min_size are now size/position/custom_minimum_size in 4.x.
  • mouse_filter on a full-rect Control can swallow clicks meant for nodes beneath it; set MOUSE_FILTER_IGNORE on purely decorative panels.

References

  • For the anchor/offset math, every Container type, building/extending Theme and StyleBox resources, focus neighbor wiring, and CanvasLayer for HUDs, read references/layout-and-theming.md.

Related skills

  • game-ui-ux — cross-engine UI/UX: responsive scaling, safe areas, focus navigation, screen flow.
  • godot-animation — Tween-based UI transitions and juicing.
  • godot-signals-groups — connecting UI events to game logic.
  • input-systems — rebindable input and multi-device focus.
  • card-game / visual-novel — UI-heavy genre templates.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Godot Ui Control AI skill do?

Build Godot 4.7 user interfaces with Control nodes: anchors and offsets for responsive layout, Container nodes (VBox/HBox/Grid/Margin) for automatic arrangement, Theme resources for consistent styling, and keyboard/gamepad focus navigation. Use when laying out a HUD, menu, or UI in a Godot project, working with Control/Container nodes, anchors, themes, or focus in a .tscn.

Why use Godot Ui Control on TypingMind?

Because you install it once and use it with any model. Godot Ui Control is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Godot Ui Control in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/godot/godot-ui-control. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Godot Ui Control?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Godot Ui Control?

As many as you like. As long as a model supports skills, you can use Godot Ui Control with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Godot Ui Control AI skill free?

Yes. It is published on GitHub by gamedev-skills under the Apache-2.0 license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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