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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- ai-skills Repository topic
- claude-code Repository topic
- copilot Repository topic
- csharp Repository topic
- game-development Repository topic
- gamedev Repository topic
- gdscript Repository topic
- godot Repository topic
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SKILL.mdcore · 11,798 bytesSKILL.mdcore · 11,798 bytesSKILL.mdcore · 11,798 bytesreferences/damage-numbers.mddoc · 6,709 bytesreferences/interaction-prompts.mddoc · 5,569 bytesreferences/minimap.mddoc · 3,882 bytesreferences/notifications.mddoc · 4,272 bytes
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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.