Game interface
SkillDev toolsUse when building a PlayCanvas game's on-screen interface such as ready, pause, and victory overlays, menus, and live indicators like gauges, timers, or reload meters, so the interface is driven by game state, readable over the scene, and separate from the 3D hierarchy.
Available today. Use it from your connected AI after setup.
No other account needed.
Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the Game interface skill
What this skill tells your AI
The instructions your AI receives, as published by playcanvas/skills in skills/build-hud/SKILL.md and read by ahel’s review.
A HUD is a view of game state, not a source of it. Render it from the current state each frame or on each transition; never store gameplay truth in the DOM or a UI element.
Choose the UI layer
- Build the interface in the natural UI layer for the surface — a DOM or React overlay, or the
Engine
screenandelementUI — decided with thebuild-appskill. Keep it outside gameplay model hierarchies, asassemble-scenerequires. - For a screen-space Engine UI, adapt a user-interface example with
find-examplesrather than guessing element anchoring, scaling, and font handling.
Drive from state
- Map each overlay to a game state and each indicator to a snapshot field. A transition shows or
hides overlays; it does not duplicate the state the game already owns (see
manage-game-state). - An indicator that is idle most of the time toggles
enabledwith its visibility; an element left drawing at opacity 0 still costs a draw call every frame (seereduce-draw-calls). - Anchor and scale elements to the viewport so the layout holds at the target resolution and on resize. Verify at the acceptance resolution, not the default window size.
- Keep copy minimal and legible over the scene: back text with a plate or shadow where the frame is
bright, and unify interface colour with the scene's grade from
light-scene.
Prove it reflects state
Drive real input through every transition and confirm with screenshots that the correct overlay shows and each indicator tracks the snapshot — a reload meter empties and refills, a timer advances, a menu appears only in its state. A saved filepath or a visibility flag is not visual evidence; inspect the returned pixels as the local agent guide requires.
Choose the authoring surface with the build-app skill and build the interface through its own UI
primitives before reaching into the Engine.
Signals
- GitHub stars
- 21
- Forks
- 4
- Last commit
- Sep 2026
Advanced
- Catalog kind
- skill
- Gateway key
build-hud- Source
- github.com/playcanvas/skills