About godot-ui-control
A Godot 4.7 skill for building responsive interfaces with Control nodes, styling them with themes, and configuring keyboard and gamepad focus. It covers HUDs, menus, inventories, dialog boxes, and settings screens.
Key features
- 01Builds UI with Control nodes
- 02Adapts layouts using anchors
- 03Arranges children with containers
- 04Styles subtrees with Theme
- 05Configures keyboard and gamepad focus
- 06Connects button and control signals
Use cases
- 01Making menus that adapt to window size
- 02Building HUDs, inventories, or settings screens
- 03Enabling keyboard and gamepad navigation
Install
Copy the command and run it in a terminal.
$
npx skills add https:/ / github.com/ gamedev-skills/ awesome-gamedev-agent-skills --skill godot-ui-controlAfter installing, type/godot-ui-controlin Claude Code to confirm it loaded.
Bundled filesreferences/layout-and-theming.md
Details
From the project READMEGodot 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
- Use
Controlnodes for UI, notNode2D. Controls have a rect (position + size), anchors, and participate in focus/theming. - 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.
- Let Containers position children. Put children in a
VBoxContainer,HBoxContainer,GridContainer,MarginContainer, etc. — the container sets their position/size; you control flow withsize_flags. Don't set child anchors inside a container (it overrides them). - Style with a
Theme. Assign aThemeresource on a top Control; children inherit it. Override per-node with theme overrides only when necessary. - Wire focus so gamepad/keyboard can move between buttons; set a default focused control and define neighbors or rely on auto-neighbor.
- Connect signals (
pressed,toggled,text_submitted,value_changed).
Patterns
1. Responsive layout with anchors (code form)
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
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
# 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)
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
Containercannot set its own position/anchors — the container owns layout. To free-place, take the node out of the container or use a plainControl/PanelContainerwrapper. - 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.
Node2Dfor UI. Buttons/labels parented under aNode2Dwon't theme or take focus correctly. Keep UI under aCanvasLayer/Controlsubtree.- Focus lost on gamepad. If nothing is focused, directional input does nothing. Call
grab_focus()on an initial control and ensurefocus_modeis notFOCUS_NONE. - Theme vs theme override. A
Themeresource styles a whole subtree;add_theme_*overrides one node. Overusing per-node overrides defeats centralized theming. rect_*properties are renamed. Godot 3'srect_size/rect_position/rect_min_sizeare nowsize/position/custom_minimum_sizein 4.x.mouse_filteron a full-rect Control can swallow clicks meant for nodes beneath it; setMOUSE_FILTER_IGNOREon purely decorative panels.
References
- For the anchor/offset math, every Container type, building/extending Theme and StyleBox
resources, focus neighbor wiring, and
CanvasLayerfor HUDs, readreferences/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.
Comments
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