How to use
- Copy the installation command and review the source package before installing it in your own agent environment.
- Check the source document for required tools, credentials and supported hosts.
- Describe your input and desired deliverable; review the output against the source material.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-ui-controlBefore you start
- Installation does not include a model subscription, API allowance or permission to access your files.
- Repository stars and installation counts describe activity, not an independent quality or security test.
Rendered from the source repository. Headings, examples, code, tables, links, and referenced images are preserved.
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
- Use `Control` nodes for UI, not
Node2D. 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 with size_flags. Don't set child anchors inside a container (it overrides them).
- Style with a `Theme`. Assign a
Themeresource 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 = 12. 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 fill4. 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 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
Node2Dwon'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
Themeresource styles a whole subtree;add_theme_*
overrides one node. Overusing per-node overrides defeats centralized theming.
- `rect_
properties are renamed.** Godot 3'srectsize`/`rectposition/rectminsize`
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.


