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, custom_minimum_size, and a computed minimum (get_combined_minimum_size()) |
| Theme | None | Inherits and overrides Theme resources |
| Focus | Not applicable | Built-in focus system (focus_mode, grab_focus()) |
| Mouse events | Manual via _input | gui_input, mouse_entered, 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:
anchor_left, anchor_top, anchor_right, anchor_bottom — fractional values (0.0–1.0) relative to the parent rect
offset_left, offset_top, offset_right, offset_bottom — pixel offsets applied after the anchor resolves
size_flags_horizontal, size_flags_vertical — how the node participates in Container layout
theme — a Theme resource; lookups check each ancestor Control/Window that has one, nearest first, and stop at the first parent that is neither (e.g. a CanvasLayer or Node2D)
focus_mode — whether the node can receive keyboard/gamepad focus
Place UI nodes inside a CanvasLayer so they render on top of the 3D/2D world, unaffected by Camera2D transforms. Controls on the scene root's built-in canvas (layer 0) move with a Camera2D, because the camera sets that canvas's transform.
⚠️ Changed in Godot 4.7: Control.accessibility_live changed type from DisplayServer.AccessibilityLiveMode to AccessibilityServer.AccessibilityLiveMode (LIVE_OFF = 0 default, LIVE_POLITE, LIVE_ASSERTIVE) — accessibility enums/APIs moved to the new AccessibilityServer singleton. 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
size_flags_horizontal = SIZE_EXPAND_FILL on children that should fill available space.
- Use
custom_minimum_size to prevent a child from collapsing to zero.
MarginContainer reads margin from the theme property margin_*; override at runtime with add_theme_constant_override("margin_left", 16).
Godot 4.7+: custom_maximum_size (Vector2(-1, -1)) caps size per axis, prioritized over custom_minimum_size; propagate_maximum_size (default false) makes a parent's maximum constrain its Control children; _get_maximum_size() computes maximums from code.
⚠️ Changed in Godot 4.7: TabContainer.all_tabs_in_front is 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 parent_size * anchor + offset per edge, so setting them by hand means setting eight properties. set_anchors_and_offsets_preset(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
4. Theme System
A Theme resource centralizes fonts, colors, and StyleBoxes. Apply at the root and let inheritance do the work; use theme_override_* only for one-off tweaks. StyleBoxFlat covers most flat-design needs (bg_color, border_color, corner_radius_*, border_width_*); StyleBoxTexture for textures.
See references/theme-system.md for the full Theme resource creation walk-through, StyleBoxFlat properties, font overrides, theme inheritance rules, and per-node theme_override_* methods.
Godot 4.7+: GradientTexture2D's Fill enum gains FILL_CONIC — colors interpolated in a cone (angular) pattern; radial progress/cooldown indicators without a shader (C#: FillEnum.Conic).
5. Focus & Navigation
Focus modes (FOCUS_NONE, FOCUS_CLICK, FOCUS_ALL) gate keyboard/gamepad navigation. Wire chains with focus_neighbor_top / _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 for focus mode details, focus_neighbor chain examples, gamepad/keyboard input handling, and grab_focus 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 for the full scene-tree fragments and GDScript wiring for each pattern.
Godot 4.7+: offset_transform_* — visual-only UI-juice transform (shake/pulse) that never re-triggers container layout; _get_cursor_shape(at_position) — per-position cursor shapes; PopupMenu search bar (search_bar_enabled, fuzzy by default) plus set_item_index() for reordering; TextureRect STRETCH_TILE now tiles AtlasTextures (only non-zero margin unsupported). Code: references/ui-patterns.md.
⚠️ Changed in Godot 4.7: RichTextLabel.add_image() / update_image() sizing was reworked — width/height are now float; width_in_percent/height_in_percent bools become width_unit/height_unit, taking the new ImageUnit enum (IMAGE_UNIT_PIXEL, IMAGE_UNIT_PERCENT, IMAGE_UNIT_EM — em scales with font size). ImageUpdateMask.UPDATE_WIDTH_IN_PERCENT is renamed UPDATE_WIDTH_UNIT, breaking GDScript using the old name. See the 4.7 migration guide.
7. Signals
Button.pressed for clicks, Control.gui_input for raw events on a node, Control.mouse_entered / mouse_exited for hover. Connect in _ready() or via the Inspector's Node panel.
See 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 folding_changed(is_folded).
Full GDScript + C# construction, the key-properties table, and the toggle signal: references/foldable-container.md
9. Stacked Label Effects (Godot 4.5+)
Godot 4.5 lets a Label layer several outlines and shadows through its LabelSettings resource — e.g. two outlines at different widths/colors plus a soft drop shadow. The stack lives on LabelSettings (configured per index), not on theme overrides, and RichTextLabel has no equivalent. Previously, multiple outline layers required duplicating and manually layering Label nodes.
# Stacked effects live on LabelSettings and are configured per index.
func apply_stacked_outlines(label: Label) -> void:
var settings := LabelSettings.new()
settings.outline_size = 4 # base (inner) outline
settings.outline_color = Color.BLACK
settings.add_stacked_outline() # stacked outline 0, drawn outside the base one
settings.set_stacked_outline_size(0, 8)
settings.set_stacked_outline_color(0, Color.GOLD)
settings.add_stacked_shadow() # stacked shadow 0
settings.set_stacked_shadow_offset(0, Vector2(3, 3))
settings.set_stacked_shadow_color(0, Color(0.0, 0.0, 0.0, 0.5))
settings.set_stacked_shadow_outline_size(0, 2)
label.label_settings = settings # takes priority over theme properties
public void ApplyStackedOutlines(Label label)
{
var settings = new LabelSettings { OutlineSize = 4, OutlineColor = Colors.Black };
settings.AddStackedOutline();
settings.SetStackedOutlineSize(0, 8);
settings.SetStackedOutlineColor(0, Colors.Gold);
settings.AddStackedShadow();
settings.SetStackedShadowOffset(0, new Vector2(3, 3));
settings.SetStackedShadowColor(0, new Color(0f, 0f, 0f, 0.5f));
settings.SetStackedShadowOutlineSize(0, 2);
label.LabelSettings = settings;
}
RichTextLabel cannot stack effects; it takes one outline per text run through BBCode: [outline_size=4][outline_color=#000000]Level Up![/outline_color][/outline_size].
Editor workflow: Create a LabelSettings resource in the Label's Label Settings property and add entries to its stacked outline and stacked shadow lists. The per-index calls above cover dynamic scenarios.
10. Checklist