Individual skill

hud-system

Use when building in-game HUDs — health bars, score displays, minimap, notifications, and damage numbers

skills/hud-system/SKILL.md

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# HUD Systems in Godot 4.3+

All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.

> **Related skills:** **godot-ui** for Control node layout and themes, **component-system** for HealthComponent integration, **event-bus** for score/notification signals, **inventory-system** for inventory UI patterns, **2d-essentials** for CanvasLayer setup and draw order, **ability-system** for cooldown bar and resource bar binding patterns.

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## 1. HUD Architecture

### Why CanvasLayer

A `CanvasLayer` renders its children with its own transform, independent of the `Camera2D` (unless `follow_viewport_enabled` is on); a `Camera3D` never moves 2D nodes. Without it, HUD nodes on the scene root's default canvas (layer 0) move with a `Camera2D` when you pan or zoom, because the camera sets that canvas's transform. Wrapping all HUD nodes in a `CanvasLayer` keeps the HUD in place; layer `≥ 1` (the default is 1) draws it above the world.
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