Godot ui control
Skill gamedev-skills/awesome-gamedev-agent-skills/skills/godot/godot-ui-control
Game-development Agent Skills for AI coding agents: install once and a master router loads the right skill for your engine and task. 66 original, version-pinned skills (plus a master router) in the portable SKILL.md format that runs across Claude Code, Cursor, Codex, Copilot, Gemini CLI and more, for Godot, Unity, Unreal, web and beyond.
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What its author says it does
Copied from the file, not written here
Build Godot 4.x 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.
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SKILL.md
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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 4.3+.
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.