gamedev-skills/godot-ui-control
> 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.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-ui-control
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+.
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.
Control nodes for UI, not Node2D. Controls have a rect (position + size),anchors, and participate in focus/theming.
Control's edges stick to. Use the editor's Layout presets (Top-Left, Full Rect,
Center, etc.) instead of hand-placing pixels.
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).
Theme. Assign a Theme resource on a top Control; children inheritit. Override per-node with theme overrides only when necessary.
control and define neighbors or rely on auto-neighbor.
pressed, toggled, text_submitted, value_changed).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
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()
# 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
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"))
Container cannot set its ownposition/anchors — the container owns layout. To free-place, take the node out of the
container or use a plain Control/PanelContainer wrapper.
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 focuscorrectly. Keep UI under a CanvasLayer/Control subtree.
grab_focus() on an initial control and ensure focus_mode is not FOCUS_NONE.
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_sizeare 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.
resources, focus neighbor wiring, and CanvasLayer for HUDs, read
references/layout-and-theming.md.
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.Take gamedev-skills/godot-ui-control from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.