ui

Standardize in-game UI patterns for HUDs, menus, and world-space elements.

Updated Feb 7, 2026
One-click install
npx skills add https://github.com/All-Out-Games/reusable-weapons-csl --skill ui-all-out-games
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: ui
Source: https://github.com/All-Out-Games/reusable-weapons-csl/tree/main/.claude/skills/ui
Command: npx skills add https://github.com/All-Out-Games/reusable-weapons-csl --skill ui-all-out-games

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Provides a standardized approach to building in-game UI, ensuring consistent design, behavior, and performance across screens and devices.

Core Features & Use Cases

  • Principles: Y grows upward, safe screen rects, defer cleanup, and push/pop state management for reliable UI state handling.
  • Components: Buttons, text rendering, world-space UI, layout patterns, and unique IDs for repeated elements.
  • Use Case: Build reusable HUDs, menus, and world-space indicators that adapt to resolution changes while staying accessible.

Quick Start

Reference this UI skill in your project and begin drawing HUD elements inside the player's ao_late_update using the provided patterns.

Frequently Asked Questions about ui

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I build responsive game UI that adapts to different resolutions and aspect ratios?

Responsive game UI adapts to different resolutions by applying safe screen rects, standardized layout patterns, and unscaled or scaled dimensions. This ensures menus and HUD elements stay accessible across devices while maintaining consistent behavior.

What is the best way to manage in-game UI state and cleanup?

In-game UI state is best managed using push/pop state management and deferred cleanup mechanisms. This standardized approach prevents conflicts during screen transitions by safely scheduling UI element destruction and maintaining reliable state handling.

How do I render world-space UI and HUD elements in a game?

World-space UI and HUD elements are rendered by drawing them during the late update phase and applying established text rendering and button workflow patterns. This ensures indicators and overlays align correctly with the game environment.

Does this UI approach support scalable menus with repeated elements?

Scalable menus with repeated elements are supported by assigning unique IDs to each component. This structured workflow allows complex interfaces to handle repeated buttons and tooltips dynamically without state conflicts.

Why does my game UI layout break when the screen resolution changes?

Game UI layout breaks on resolution changes when safe screen rects and Y-axis upward growth principles are not applied. Using standardized layout patterns with proper scaled and unscaled dimensions prevents misalignment across different aspect ratios.