npx skills add https://github.com/zate/cc-godot
jame581/godotprompter
godot-ui
Use when building user interfaces — Control nodes, themes, anchors, containers, and layout patterns
Installation
npx skills add jame581/godotprompter --skill godot-ui
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npx skills add smithery/zate --skill godot-ui
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skill md
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SKILL.md
Godot UI — Control Nodes, Themes & Layout
All examples target Godot 4.3+ with no deprecated APIs; GDScript first, then C#.
Related skills: responsive-ui for multi-resolution scaling, hud-system for in-game HUD patterns, dialogue-system for dialogue UI presentation, tween-animation for UI transition and animation effects.
1. Control Node Hierarchy
How Control Differs from Node2D
Control is the base class for all UI nodes — it lives in a separate scene-tree branch from Node2D/Node3D with a fundamentally different layout model.
| Feature | Node2D |
Control |
|---|---|---|
| Position model | World-space position (pixels from parent) |
Anchor + offset relative to parent rect |
| Size | No intrinsic size | Has size, minimumsize, customminimum_size |
| Theme | None | Inherits and overrides Theme resources |
| Focus | Not applicable | Built-in focus system (focusmode, grabfocus()) |
| Mouse events | Manual via _input |
guiinput, mouseentered, mouse_exited |
| Layout helpers | None | Container subclasses auto-arrange children |
Control as Base Class
Every UI widget (Button, Label, LineEdit, etc.) extends Control. Key properties defined on Control itself:
anchorleft,anchortop,anchorright,anchorbottom— fractional values (0.0–1.0) relative to the parent rectoffsetleft,offsettop,offsetright,offsetbottom— pixel offsets applied after the anchor resolvessizeflagshorizontal,sizeflagsvertical— how the node participates inContainerlayouttheme— aThemeresource; ifnull, walks up the tree to the nearest ancestor with onefocus_mode— whether the node can receive keyboard/gamepad focus
Place UI nodes inside a CanvasLayer (or directly under the scene root's built-in canvas) so they render on top of the 3D/2D world, unaffected by Camera transforms.
⚠️ Changed in Godot 4.7:
Control.accessibilitylivechanged type fromDisplayServer.AccessibilityLiveModetoAccessibilityServer.AccessibilityLiveMode(LIVEOFF = 0default,LIVEPOLITE,LIVEASSERTIVE) — accessibility enums/APIs moved to the newAccessibilityServersingleton. GDScript-compatible; breaks C# binary/source compatibility (rebuild against the new enum). See the 4.7 migration guide.
2. Common Container Nodes
| Container | Purpose | When to Use |
|---|---|---|
VBoxContainer |
Stacks children vertically | Lists, option rows, vertical menus |
HBoxContainer |
Stacks children horizontally | Toolbars, stat rows, horizontal nav |
GridContainer |
Arranges children in a fixed-column grid | Inventory grids, key-binding tables |
MarginContainer |
Adds padding around a single child | Wrapping any node to give it breathing room |
PanelContainer |
Draws a StyleBox background, then lays out children |
Card UI, dialog boxes, HUD panels |
ScrollContainer |
Makes its single child scrollable; clips overflow | Long lists, logs, scrollable settings |
TabContainer |
Stacks children as named tabs; shows one at a time | Settings screens, multi-section panels |
Sizing tips:
- Set
sizeflagshorizontal = SIZEEXPANDFILLon children that should fill available space. - Use
customminimumsizeto prevent a child from collapsing to zero. MarginContainerreads margin from the theme propertymargin*; override at runtime withaddthemeconstantoverride("margin_left", 16).
Godot 4.7+:
custommaximumsize(Vector2(-1, -1)) caps size per axis, prioritized overcustomminimumsize;propagatemaximumsize(defaultfalse) makes a parent's maximum constrain its Control children;getmaximum_size()computes maximums from code.
⚠️ Changed in Godot 4.7:
TabContainer.alltabsin_frontis deprecated — it does nothing now, since tabs are always in front. Remove code that sets it. See GH-118623.
3. Anchors & Margins
How Anchor Presets Work
An anchor is a point on the parent rect expressed as a fraction (0 = top/left edge, 1 = bottom/right edge). Godot resolves the final pixel position of each edge as:
final_left = parent_width * anchor_left + offset_left
final_top = parent_height * anchor_top + offset_top
final_right = parent_width * anchor_right + offset_right
final_bottom = parent_height * anchor_bottom + offset_bottom
The editor exposes built-in presets:
| Preset | Anchor values | Use case |
|---|---|---|
| Full Rect | L=0, T=0, R=1, B=1 | Overlay / fill parent — most common for root UI |
| Center | L=0.5, T=0.5, R=0.5, B=0.5 | Fixed-size widget centred in parent |
| Top Left | L=0, T=0, R=0, B=0 | Fixed-size widget pinned to top-left corner |
| Top Right | L=1, T=0, R=1, B=0 | Fixed-size widget pinned to top-right corner |
| Bottom Center | L=0.5, T=1, R=0.5, B=1 | HUD element anchored to bottom centre |
Setting Anchors in Code
Anchors resolve as parentsize anchor + offset per edge, so setting them by hand means setting eight properties. setanchorsandoffsetspreset(Control.PRESET) does it in one call — use that, then adjust offset_* for margins (negative on right/bottom).
The anchor-vs-offset rule (keep offsets at 0 and let anchors do the work) plus full GDScript + C# examples — full-rect fill, top-right HUD with 16 px margins, and a custom half-screen side panel: [references/anchors-in-code.md](references/anchors-in-code.md)
4. Theme System
A Theme resource centralizes fonts, colors, and StyleBoxes. Apply at the root and let inheritance do the work; use themeoverride* only for one-off tweaks. StyleBoxFlat covers most flat-design needs (bgcolor, bordercolor, cornerradius, borderwidth); StyleBoxTexture for textures.
See [references/theme-system.md](references/theme-system.md) for the full Theme resource creation walk-through, StyleBoxFlat properties, font overrides, theme inheritance rules, and per-node
themeoverride*methods.
Godot 4.7+:
GradientTexture2D'sFillenum gainsFILL_CONIC— colors interpolated in a cone (angular) pattern; radial progress/cooldown indicators without a shader (C#:FillEnum.Conic).
5. Focus & Navigation
Focus modes (FOCUSNONE, FOCUSCLICK, FOCUSALL) gate keyboard/gamepad navigation. Wire chains with focusneighbortop / bottom / left / right, or rely on automatic spatial detection. Call grab_focus() on the first interactive element when a menu opens.
See [references/focus-and-navigation.md](references/focus-and-navigation.md) for focus mode details,
focusneighborchain examples, gamepad/keyboard input handling, and grabfocus patterns.
6. Common UI Patterns
Three canonical scenes: a main menu (centered VBoxContainer with title + button list), a settings screen with tabs (TabContainer + child panels per category), and a pause menu overlay (full-rect ColorRect background + centered options panel, paused via get_tree().paused = true).
See [references/ui-patterns.md](references/ui-patterns.md) for the full scene-tree fragments and GDScript wiring for each pattern.
Godot 4.7+:
offsettransform*— visual-only UI-juice transform (shake/pulse) that never re-triggers container layout;getcursorshape(atposition)— per-position cursor shapes;PopupMenusearch bar (searchbarenabled, fuzzy by default) plussetitemindex()for reordering;TextureRectSTRETCH_TILEnow tilesAtlasTextures (only non-zeromarginunsupported). Code: [references/ui-patterns.md](references/ui-patterns.md#godot-47-additions).
⚠️ Changed in Godot 4.7:
RichTextLabel.addimage()/updateimage()sizing was reworked —width/heightare nowfloat;widthinpercent/heightinpercentbools becomewidthunit/heightunit, taking the newImageUnitenum (IMAGEUNITPIXEL,IMAGEUNITPERCENT,IMAGEUNITEM— em scales with font size).ImageUpdateMask.UPDATEWIDTHINPERCENTis renamedUPDATEWIDTHUNIT, breaking GDScript using the old name. See the 4.7 migration guide.
7. Signals
Button.pressed for clicks, Control.guiinput for raw events on a node, Control.mouseentered / mouseexited for hover. Connect in ready() or via the Inspector's Node panel.
See [references/signals.md](references/signals.md) for the complete signal catalog and signal-driven UI update patterns.
8. FoldableContainer (Godot 4.5+)
FoldableContainer is a built-in accordion Container added in Godot 4.5 — a toggle header plus collapsible children, replacing the old boilerplate of wiring a Button to show/hide a VBoxContainer. Set title, set folded for the initial state, add children normally, and listen to foldingchanged(isfolded).
Full GDScript + C# construction, the key-properties table, and the toggle signal: [references/foldable-container.md](references/foldable-container.md)
9. Stacked Label Effects (Godot 4.5+)
Godot 4.5 lets Label and RichTextLabel layer multiple text effects simultaneously — e.g., stacking two outline effects at different widths/colors, or combining a shadow with a glow. Previously, multiple outline layers required duplicating and manually layering Label nodes.
# Configure via Theme Overrides → Constants in the inspector, or add_theme_* overrides at runtime.
func apply_stacked_outlines(label: Label) -> void:
# Outer outline — wide, dark
label.add_theme_constant_override("outline_size", 6)
label.add_theme_color_override("font_outline_color", Color(0.0, 0.0, 0.0, 0.9))
# Shadow (second layered effect)
label.add_theme_constant_override("shadow_offset_x", 2)
label.add_theme_constant_override("shadow_offset_y", 2)
label.add_theme_color_override("font_shadow_color", Color(0.0, 0.0, 0.0, 0.5))
public void ApplyStackedOutlines(Label label)
{
// Outer outline — wide, dark
label.AddThemeConstantOverride("outline_size", 6);
label.AddThemeColorOverride("font_outline_color", new Color(0f, 0f, 0f, 0.9f));
// Shadow (second layered effect)
label.AddThemeConstantOverride("shadow_offset_x", 2);
label.AddThemeConstantOverride("shadow_offset_y", 2);
label.AddThemeColorOverride("font_shadow_color", new Color(0f, 0f, 0f, 0.5f));
}
For RichTextLabel, stacked effects can also be applied via BBCode combined with theme overrides:
# Multiple outline-style effects via BBCode + theme
$RichTextLabel.text = "[outline size=4 color=#000000]Level Up![/outline]"
# Additional layers via theme overrides, as above.
Editor workflow: Configure stacked effects via Theme Editor → Label → Constants, or add multiple
FontFile-style outline passes in the Font resource. The runtime API (addtheme*_override) above covers dynamic scenarios.
10. Checklist
- Root UI
Controlhas anchor preset Full Rect (or appropriate preset for the layout) - All interactive widgets (
Button,LineEdit,Slider) havefocusmode = FOCUSALL - Decorative nodes (
Label,TextureRect) havefocusmode = FOCUSNONE - Focus neighbours wired for non-linear layouts so gamepad navigation wraps correctly
-
grabfocus()called on the first interactive widget inready()for each screen - Pause menu root
Controlhasprocessmode = PROCESSMODE_ALWAYS - One
Themeresource assigned at the screen root — not duplicated on every child -
StyleBoxFlatused instead of image assets for simple solid-colour panels -
addtheme*_override()used for per-node overrides rather than assigning a whole newTheme - Containers (
VBoxContainer,HBoxContainer, etc.) used for layout instead of manualpositionvalues -
customminimumsizeset on widgets that must not collapse to zero - Slider and volume code uses
lineartodb/dbtolinear— not raw linear values mapped to audio bus - Signals connected in
ready()(or via the editor); no polling of UI state inprocess - Tab order in
TabContainermatches logical reading / navigation order - Accordion-style collapsible panels use
FoldableContainerinstead of manual Button + VBoxContainer wiring (Godot 4.5+) - Multiple outline/shadow layers on
Label/RichTextLabeluse stacked theme overrides instead of duplicated nodes (Godot 4.5+)