[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M79NVRHPCSWVEZEV1TK3NSS8":3,"skill-same:01M79NVRHPCSWVEZEV1TK3NSS8":51},{"skillNo":4,"name":5,"nameZh":6,"description":7,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":16,"categories":17,"keywords":18,"publishedAt":19,"linkOnly":20,"markdownContent":21,"markdownBody":22,"frontMatter":23,"refName":24,"commitSha":25,"skillDirectory":26,"forksCount":14,"repositoryHtmlUrl":27,"repositoryHomepageUrl":6,"ownerHtmlUrl":28,"ownerBlogUrl":6,"ownerDescription":29,"updatedAt":30,"install":31,"resources":44},"01M79NVRHPCSWVEZEV1TK3NSS8","game-ui-ux",null,"Design and build game UI\u002FUX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution\u002Faspect scaling and safe areas, keyboard\u002Fgamepad focus navigation, a screen\u002Fmenu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller\u002Fkeyboard menu navigation, or wiring UI to game state.","JunMystery\u002FAgent-Guidance","JunMystery","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F161468934?v=4","01M79MTMV8F0BY8NK1A92RA8A0","Jun","01M79MTMWCFBKPHN5B25E6V20B",0,"MIT","https:\u002F\u002Fgithub.com\u002FJunMystery\u002FAgent-Guidance\u002Fblob\u002Fmain\u002Fskills\u002Fgame-ui-ux\u002FSKILL.md",[],[],"2026-11-15 14:19:17",false,"---\nname: game-ui-ux\ndescription: >\n  Design and build game UI\u002FUX — HUDs, menus, and overlays — that survive every screen: anchor-\n  based responsive layout, resolution\u002Faspect scaling and safe areas, keyboard\u002Fgamepad focus\n  navigation, a screen\u002Fmenu state stack, and event-driven (not polled) HUD updates. Engine-\n  neutral patterns that pair with the detected engine's UI skill. Use when the user mentions\n  HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling,\n  aspect ratio, safe area, controller\u002Fkeyboard menu navigation, or wiring UI to game state.\n---\n\n# Game UI\u002FUX\n\nBuild HUDs and menus that stay correct on a phone, an ultrawide monitor, and a TV across a\ngamepad and a mouse. This skill owns the engine-neutral UI architecture — responsive layout,\nscaling, focus navigation, screen flow, and how UI talks to game state — and defers the\nconcrete widget API to the engine UI skill.\n\n## When to use\n\n- Use when building a HUD (health\u002Fammo\u002Fscore), a menu (main\u002Fpause\u002Fsettings), an inventory or\n  shop screen, or any overlay, and you want it to scale and navigate correctly.\n- Use to fix UI that breaks at other resolutions\u002Faspect ratios, ignores notches\u002Fsafe areas,\n  can't be used with a controller, or is wired to game state by per-frame polling.\n- Use to structure screen flow (title → game → pause → settings) as a stack, not flag soup.\n\n**When *not* to use:** for the engine's concrete UI nodes\u002Fcomponents and styling, use\n`godot-ui-control` or Unity UI (UGUI\u002FUI Toolkit). For *visual* punch (button pop, damage\nnumbers, shake) use `game-feel`. For branching conversation UI use `dialogue-systems`. For\ntranslating UI strings, that is localization (see `references\u002F` and `input-systems` for\nrebinding screens). For card\u002Fboard layout specifics, the `card-game` genre composes this skill.\n\n## Core workflow\n\n1. **Pick a layout model: anchors + containers, never absolute pixels.** Anchor elements to\n   edges\u002Fcorners\u002Fcenter and let containers (rows, columns, grids) flow children. Absolute\n   `(x, y)` positions break at the first new resolution.\n2. **Choose a scaling strategy** for the whole UI: a reference resolution that scales to fit\n   (most games), plus a policy for extra width\u002Fheight on other aspect ratios (letterbox,\n   expand, or anchor HUD corners outward).\n3. **Respect the safe area.** Inset critical UI from screen edges so notches, rounded corners,\n   and TV overscan don't clip it.\n4. **Make every screen keyboard\u002Fgamepad navigable.** Set an initial focused control per screen,\n   define focus order\u002Fneighbors, and show a clear focus highlight. Mouse and focus must coexist.\n5. **Model screens as a stack.** Push (pause over game), pop (resume), with input + visibility\n   handed to the top screen. This makes overlays and \"back\" trivial.\n6. **Drive the HUD from events, not polling.** The HUD subscribes to `health_changed`,\n   `score_changed`, etc. and updates only when they fire — it does not read game state every\n   frame.\n7. **Verify across screens and devices.** Resize the window, switch aspect ratios, unplug the\n   mouse and navigate by gamepad only, and confirm focus, scaling, and safe-area insets. Report\n   what you actually observed at which resolutions.\n\n## Patterns\n\n### 1. Anchors + containers, not absolute coordinates\n\n```gdscript\n# Godot 4.7. Anchor a HUD label to the TOP-LEFT; let a container flow a row of hearts.\nfunc _ready() -> void:\n    $Score.set_anchors_preset(Control.PRESET_TOP_LEFT)   # sticks to the corner at any size\n    # An HBoxContainer auto-lays-out children left-to-right; never position hearts by hand.\n    for i in lives:\n        $Hearts.add_child(make_heart())                   # HBoxContainer spaces them for you\n# Unity 6.3 LTS uGUI: set RectTransform anchors to the corner; use a HorizontalLayoutGroup.\n# RIGHT: anchors + layout groups. WRONG: rect.anchoredPosition = new Vector2(640, 360) (1080p-only).\n```\n\n### 2. Scale to a reference resolution (one UI, many screens)\n\n```text\n# Godot 4.7 — Project Settings > Display > Window > Stretch:\n#   Mode = \"canvas_items\", Aspect = \"expand\", reference size e.g. 1920x1080.\n#   UI scales to the window; \"expand\" reveals extra space you anchor HUD corners into.\n# Unity 6.3 LTS — Canvas > CanvasScaler:\n#   UI Scale Mode = \"Scale With Screen Size\", Reference Resolution = 1920x1080,\n#   Match = 0.5 (blend width\u002Fheight) — pick 1.0 if your HUD is height-critical.\n# Unity 6.3 LTS — UI Toolkit: the same three settings live on the PanelSettings asset\n#   (Scale Mode = Scale With Screen Size, Reference Resolution, Screen Match Mode\u002FMatch).\n```\n\n### 3. Safe-area inset for notches \u002F overscan\n\n```gdscript\n# Godot 4.7. Inset a MarginContainer to the OS safe rect. Only Android and iOS report a real\n# safe area; elsewhere Godot returns the screen's usable rect, so desktop margins are ~0.\nfunc _apply_safe_area() -> void:\n    var safe := Rect2(DisplayServer.get_display_safe_area())           # screen pixels\n    var win := Rect2(Rect2i(DisplayServer.window_get_position(), DisplayServer.window_get_size()))\n    var inner := safe.intersection(win)\n    var to_ui := get_viewport_rect().size \u002F win.size    # window pixels -> UI units under stretch\n    $Margin.add_theme_constant_override(\"margin_left\", int((inner.position.x - win.position.x) * to_ui.x))\n    $Margin.add_theme_constant_override(\"margin_top\", int((inner.position.y - win.position.y) * to_ui.y))\n    $Margin.add_theme_constant_override(\"margin_right\", int((win.end.x - inner.end.x) * to_ui.x))\n    $Margin.add_theme_constant_override(\"margin_bottom\", int((win.end.y - inner.end.y) * to_ui.y))\n# Unity 6.3 LTS: read Screen.safeArea (Rect in pixels) and set a panel's anchorMin\u002FanchorMax to\n# safeArea.position \u002F (position+size) normalized by Screen.width\u002Fheight.\n```\n\n### 4. Gamepad\u002Fkeyboard focus (UI is unusable on a controller without it)\n\n```gdscript\n# Godot 4.7. Give each screen a default focus; Godot guesses neighbors from layout, so set\n# them only where its guess is wrong (grids, wrap-around, skipping a disabled row).\nfunc _on_screen_shown() -> void:\n    $PlayButton.grab_focus()                               # always focus SOMETHING on open\n    $PlayButton.focus_neighbor_bottom = $SettingsButton.get_path()\n    $SettingsButton.focus_neighbor_top = $PlayButton.get_path()\n# Unity 6.3 LTS uGUI: EventSystem.SetSelectedGameObject(playButton) on enable; set each Selectable's\n# Navigation (Explicit or Automatic). With the Input System package, the EventSystem needs an\n# InputSystemUIInputModule, not the old StandaloneInputModule. UI Toolkit: call Focus() on the\n# first focusable element. RIGHT: a control is focused on open. WRONG: nothing\n# selected → the gamepad does nothing and the player is stuck.\n```\n\n### 5. Event-driven HUD (decouple UI from game logic)\n\n```gdscript\n# RIGHT: HUD reacts to a signal; it updates only when health actually changes.\nfunc _ready() -> void:\n    player.health_changed.connect(_on_health_changed)     # emitted by gameplay\nfunc _on_health_changed(current: int, max_health: int) -> void:\n    $HealthBar.value = float(current) \u002F max_health\n# WRONG: func _process(dt): $HealthBar.value = player.hp \u002F player.max_hp  # polls every frame,\n# couples UI to the player's internals, and runs work even when nothing changed.\n```\n\n## Pitfalls\n\n- **Absolute pixel positions \u002F a single design resolution.** Looks right on your monitor, broken\n  everywhere else. Anchor to edges\u002Fcenter and flow with containers.\n- **No aspect-ratio policy.** 16:9-only layouts crop or letterbox badly on ultrawide and phones.\n  Decide expand vs letterbox and anchor HUD to corners that move outward.\n- **Ignoring the safe area.** HUD under a notch or lost to TV overscan. Inset critical elements.\n- **No initial focus \u002F no focus neighbors.** The game is unplayable on a gamepad; players land\n  on a menu with nothing selected. Always focus one control and define navigation.\n- **Polling game state in `_process`\u002F`Update`.** Couples UI to internals and wastes work. Push\n  updates via signals\u002Fevents.\n- **Tiny fixed font sizes.** Unreadable on a TV-at-distance or a small phone. Scale text with the\n  UI and offer a text-size option. Xbox Accessibility Guideline 101 sets floors of 26 px at 1080p\n  on console\u002FTV and 18 px at 1080p on PC, and asks for scaling up to 200% without losing content.\n- **Menu flow as boolean flags** (`isPaused`, `inSettings`, …) becomes unmanageable. Use a\n  screen stack with push\u002Fpop.\n- **Hardcoded English strings baked into layout.** Translations overflow buttons. Externalize\n  strings and let containers size to content (see `references\u002F`).\n- **Mouse-only or focus-only.** Support both; switching input device should not strand the user.\n- **Unity uGUI menu ignores the gamepad or throws on start** after switching Active Input\n  Handling to the Input System: the scene still has a `StandaloneInputModule`. Replace it with\n  `InputSystemUIInputModule` (the Inspector offers a one-click swap). UI Toolkit in Unity 6 reads\n  the project-wide UI actions directly and needs no module.\n- **A corner-anchored uGUI element grows off-screen** when its size changes (longer translated\n  text, a bigger text-size setting): its pivot was left at (0.5, 0.5), so it grows in every\n  direction. Set the pivot to the anchored corner or edge as well.\n\n## References\n\n- For stretch\u002Fscale modes per engine, the safe-area math, a complete focus-navigation and\n  screen-stack pattern, diegetic vs non-diegetic UI, accessibility (text size, contrast,\n  colorblind-safe state), and localization-ready layout, read `references\u002Flayout-and-flow.md`.\n\n## Related skills\n\n- `godot-ui-control`, Unity UI (UGUI\u002FUI Toolkit) — the concrete widgets, themes, and styling.\n- `game-feel` — button pops, transitions, and HUD juice that ride on top of this layout.\n- `dialogue-systems` — conversation\u002Fchoice UI that lives inside this UI shell.\n- `input-systems` — device switching, rebinding screens, and accessible controls.\n- `rpg`, `card-game`, `tower-defense`, `visual-novel` — UI-heavy genres that compose this skill.\n","# Game UI\u002FUX\n\nBuild HUDs and menus that stay correct on a phone, an ultrawide monitor, and a TV across a\ngamepad and a mouse. This skill owns the engine-neutral UI architecture — responsive layout,\nscaling, focus navigation, screen flow, and how UI talks to game state — and defers the\nconcrete widget API to the engine UI skill.\n\n## When to use\n\n- Use when building a HUD (health\u002Fammo\u002Fscore), a menu (main\u002Fpause\u002Fsettings), an inventory or\n  shop screen, or any overlay, and you want it to scale and navigate correctly.\n- Use to fix UI that breaks at other resolutions\u002Faspect ratios, ignores notches\u002Fsafe areas,\n  can't be used with a controller, or is wired to game state by per-frame polling.\n- Use to structure screen flow (title → game → pause → settings) as a stack, not flag soup.\n\n**When *not* to use:** for the engine's concrete UI nodes\u002Fcomponents and styling, use\n`godot-ui-control` or Unity UI (UGUI\u002FUI Toolkit). For *visual* punch (button pop, damage\nnumbers, shake) use `game-feel`. For branching conversation UI use `dialogue-systems`. For\ntranslating UI strings, that is localization (see `references\u002F` and `input-systems` for\nrebinding screens). For card\u002Fboard layout specifics, the `card-game` genre composes this skill.\n\n## Core workflow\n\n1. **Pick a layout model: anchors + containers, never absolute pixels.** Anchor elements to\n   edges\u002Fcorners\u002Fcenter and let containers (rows, columns, grids) flow children. Absolute\n   `(x, y)` positions break at the first new resolution.\n2. **Choose a scaling strategy** for the whole UI: a reference resolution that scales to fit\n   (most games), plus a policy for extra width\u002Fheight on other aspect ratios (letterbox,\n   expand, or anchor HUD corners outward).\n3. **Respect the safe area.** Inset critical UI from screen edges so notches, rounded corners,\n   and TV overscan don't clip it.\n4. **Make every screen keyboard\u002Fgamepad navigable.** Set an initial focused control per screen,\n   define focus order\u002Fneighbors, and show a clear focus highlight. Mouse and focus must coexist.\n5. **Model screens as a stack.** Push (pause over game), pop (resume), with input + visibility\n   handed to the top screen. This makes overlays and \"back\" trivial.\n6. **Drive the HUD from events, not polling.** The HUD subscribes to `health_changed`,\n   `score_changed`, etc. and updates only when they fire — it does not read game state every\n   frame.\n7. **Verify across screens and devices.** Resize the window, switch aspect ratios, unplug the\n   mouse and navigate by gamepad only, and confirm focus, scaling, and safe-area insets. Report\n   what you actually observed at which resolutions.\n\n## Patterns\n\n### 1. Anchors + containers, not absolute coordinates\n\n```gdscript\n# Godot 4.7. Anchor a HUD label to the TOP-LEFT; let a container flow a row of hearts.\nfunc _ready() -> void:\n    $Score.set_anchors_preset(Control.PRESET_TOP_LEFT)   # sticks to the corner at any size\n    # An HBoxContainer auto-lays-out children left-to-right; never position hearts by hand.\n    for i in lives:\n        $Hearts.add_child(make_heart())                   # HBoxContainer spaces them for you\n# Unity 6.3 LTS uGUI: set RectTransform anchors to the corner; use a HorizontalLayoutGroup.\n# RIGHT: anchors + layout groups. WRONG: rect.anchoredPosition = new Vector2(640, 360) (1080p-only).\n```\n\n### 2. Scale to a reference resolution (one UI, many screens)\n\n```text\n# Godot 4.7 — Project Settings > Display > Window > Stretch:\n#   Mode = \"canvas_items\", Aspect = \"expand\", reference size e.g. 1920x1080.\n#   UI scales to the window; \"expand\" reveals extra space you anchor HUD corners into.\n# Unity 6.3 LTS — Canvas > CanvasScaler:\n#   UI Scale Mode = \"Scale With Screen Size\", Reference Resolution = 1920x1080,\n#   Match = 0.5 (blend width\u002Fheight) — pick 1.0 if your HUD is height-critical.\n# Unity 6.3 LTS — UI Toolkit: the same three settings live on the PanelSettings asset\n#   (Scale Mode = Scale With Screen Size, Reference Resolution, Screen Match Mode\u002FMatch).\n```\n\n### 3. Safe-area inset for notches \u002F overscan\n\n```gdscript\n# Godot 4.7. Inset a MarginContainer to the OS safe rect. Only Android and iOS report a real\n# safe area; elsewhere Godot returns the screen's usable rect, so desktop margins are ~0.\nfunc _apply_safe_area() -> void:\n    var safe := Rect2(DisplayServer.get_display_safe_area())           # screen pixels\n    var win := Rect2(Rect2i(DisplayServer.window_get_position(), DisplayServer.window_get_size()))\n    var inner := safe.intersection(win)\n    var to_ui := get_viewport_rect().size \u002F win.size    # window pixels -> UI units under stretch\n    $Margin.add_theme_constant_override(\"margin_left\", int((inner.position.x - win.position.x) * to_ui.x))\n    $Margin.add_theme_constant_override(\"margin_top\", int((inner.position.y - win.position.y) * to_ui.y))\n    $Margin.add_theme_constant_override(\"margin_right\", int((win.end.x - inner.end.x) * to_ui.x))\n    $Margin.add_theme_constant_override(\"margin_bottom\", int((win.end.y - inner.end.y) * to_ui.y))\n# Unity 6.3 LTS: read Screen.safeArea (Rect in pixels) and set a panel's anchorMin\u002FanchorMax to\n# safeArea.position \u002F (position+size) normalized by Screen.width\u002Fheight.\n```\n\n### 4. Gamepad\u002Fkeyboard focus (UI is unusable on a controller without it)\n\n```gdscript\n# Godot 4.7. Give each screen a default focus; Godot guesses neighbors from layout, so set\n# them only where its guess is wrong (grids, wrap-around, skipping a disabled row).\nfunc _on_screen_shown() -> void:\n    $PlayButton.grab_focus()                               # always focus SOMETHING on open\n    $PlayButton.focus_neighbor_bottom = $SettingsButton.get_path()\n    $SettingsButton.focus_neighbor_top = $PlayButton.get_path()\n# Unity 6.3 LTS uGUI: EventSystem.SetSelectedGameObject(playButton) on enable; set each Selectable's\n# Navigation (Explicit or Automatic). With the Input System package, the EventSystem needs an\n# InputSystemUIInputModule, not the old StandaloneInputModule. UI Toolkit: call Focus() on the\n# first focusable element. RIGHT: a control is focused on open. WRONG: nothing\n# selected → the gamepad does nothing and the player is stuck.\n```\n\n### 5. Event-driven HUD (decouple UI from game logic)\n\n```gdscript\n# RIGHT: HUD reacts to a signal; it updates only when health actually changes.\nfunc _ready() -> void:\n    player.health_changed.connect(_on_health_changed)     # emitted by gameplay\nfunc _on_health_changed(current: int, max_health: int) -> void:\n    $HealthBar.value = float(current) \u002F max_health\n# WRONG: func _process(dt): $HealthBar.value = player.hp \u002F player.max_hp  # polls every frame,\n# couples UI to the player's internals, and runs work even when nothing changed.\n```\n\n## Pitfalls\n\n- **Absolute pixel positions \u002F a single design resolution.** Looks right on your monitor, broken\n  everywhere else. Anchor to edges\u002Fcenter and flow with containers.\n- **No aspect-ratio policy.** 16:9-only layouts crop or letterbox badly on ultrawide and phones.\n  Decide expand vs letterbox and anchor HUD to corners that move outward.\n- **Ignoring the safe area.** HUD under a notch or lost to TV overscan. Inset critical elements.\n- **No initial focus \u002F no focus neighbors.** The game is unplayable on a gamepad; players land\n  on a menu with nothing selected. Always focus one control and define navigation.\n- **Polling game state in `_process`\u002F`Update`.** Couples UI to internals and wastes work. Push\n  updates via signals\u002Fevents.\n- **Tiny fixed font sizes.** Unreadable on a TV-at-distance or a small phone. Scale text with the\n  UI and offer a text-size option. Xbox Accessibility Guideline 101 sets floors of 26 px at 1080p\n  on console\u002FTV and 18 px at 1080p on PC, and asks for scaling up to 200% without losing content.\n- **Menu flow as boolean flags** (`isPaused`, `inSettings`, …) becomes unmanageable. Use a\n  screen stack with push\u002Fpop.\n- **Hardcoded English strings baked into layout.** Translations overflow buttons. Externalize\n  strings and let containers size to content (see `references\u002F`).\n- **Mouse-only or focus-only.** Support both; switching input device should not strand the user.\n- **Unity uGUI menu ignores the gamepad or throws on start** after switching Active Input\n  Handling to the Input System: the scene still has a `StandaloneInputModule`. Replace it with\n  `InputSystemUIInputModule` (the Inspector offers a one-click swap). UI Toolkit in Unity 6 reads\n  the project-wide UI actions directly and needs no module.\n- **A corner-anchored uGUI element grows off-screen** when its size changes (longer translated\n  text, a bigger text-size setting): its pivot was left at (0.5, 0.5), so it grows in every\n  direction. Set the pivot to the anchored corner or edge as well.\n\n## References\n\n- For stretch\u002Fscale modes per engine, the safe-area math, a complete focus-navigation and\n  screen-stack pattern, diegetic vs non-diegetic UI, accessibility (text size, contrast,\n  colorblind-safe state), and localization-ready layout, read `references\u002Flayout-and-flow.md`.\n\n## Related skills\n\n- `godot-ui-control`, Unity UI (UGUI\u002FUI Toolkit) — the concrete widgets, themes, and styling.\n- `game-feel` — button pops, transitions, and HUD juice that ride on top of this layout.\n- `dialogue-systems` — conversation\u002Fchoice UI that lives inside this UI shell.\n- `input-systems` — device switching, rebinding screens, and accessible controls.\n- `rpg`, `card-game`, `tower-defense`, `visual-novel` — UI-heavy genres that compose this skill.\n",{"name":5,"description":7},"main","5d0a87185c0e172c3901e2a6e5916b6d544b8b94","skills\u002Fgame-ui-ux","https:\u002F\u002Fgithub.com\u002FJunMystery\u002FAgent-Guidance","https:\u002F\u002Fgithub.com\u002FJunMystery","AI is the typist, I am the architect. 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