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/godot-agent-vision

@90634df

Agentic eyes for Godot work: cross-platform screenshot CLI (asset/region/window/screen) to budgeted WebP, TEMP editor viewport bridge under .gdskills/, and Taste Receptor Atlas v2 (~237 micro-receptors × 0–2: hierarchy, contrast, typography×41, affordance, space, color, icon, composition, light/FX, motion-tells, anti-slop, originality, identity). Use when agents must see UI, assets, or the editor — not for in-game screenshot Autoloads. Keywords: agent vision, screenshot, WebP, visual QA, taste receptors, typography, UI review, asset sheet, editor viewport, anti-slop.

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-agent-vision

This session only. Nothing lands on disk.

referenceshier-contrast-receptors.md

≈1.3k tokens on demand. Your agent reads this file only when SKILL.md points to it.

Hierarchy & contrast receptors (deep criteria)

Supports HIER-* and CTRST-* rows in taste-receptors.md. Score from pixels only. Research juice: Sidebearings, Nasty Rodent HUD, NN/G hierarchy/Gestalt, WCAG 1.4.3/1.4.11, Xbox XAG-101/102.


Hierarchy as attention budget

Visual hierarchy in games is not prettier headings. It is attention budgeting under motion, peripheral vision, and simultaneous 3D focal load.

Weight math (HIER-WEIGHT-MATH)

Composite rank ≈ size × contrast × motion × saturation. Squint the WebP: one dominant blob should win. Three equal-saturation accents (health, quest, shop) same size → 0.

Peripheral vs foveal (HIER-FOVEAL-CLEAR / HIER-PERIPH-READ)

Zone Job Fail
Center ~60% Foveal combat/action Minimap+quest+chat covering center third
Corners/edges Persistent HUD Three-digit micro numerals that force look-away

Peripheral HUD must communicate via shape / bar / icon change — not only tiny glyphs.

Urgency ladder (HIER-URGENCY-LADDER)

critical (HP red, objective pulse)
  > persistent (ammo, cooldowns)
    > meta (ping, cosmetics, battle pass)

Battle-pass / social badge competing with HP at equal weight → 0.

Layer stack (HIER-TOOLTIP-Z / HIER-MODAL-TOAST / HIER-PAUSE-SCRIM)

modal (blocks toasts)
  > tooltip (above HUD, below modal)
    > HUD
      > gameplay

Achievement toast covering “Confirm quit” → 0. Pause without scrim so gameplay text still competes → 0.

Encounter / ephemeral elevators

Receptor PASS FAIL
HIER-BOSS-BAR Wide boss HP top-center; player demoted Boss bar = ammo width
HIER-COMBO-FLASH Combo flashes large then collapses Permanent display size for combo
HIER-INTERACT-SING One “E — Open” near reticle Three equal prompts
HIER-OBJ-MARKER One pulsing waypoint; POIs greyed Every map icon same hue/size
HIER-MINIMAP-RANK Minimap ≤25% weight vs HP in squint Map border glow = boss frame
HIER-CURRENCY-DEMOTE Coin small corner SALE banner = objective
HIER-PROGRESSIVE-FADE Idle HUD ~40% opacity All HUD 100% always
HIER-DEAD-EMPTY Grey lock + label Empty = legendary saturation

Marketing / onboarding

  • HIER-MARKETING-PLAY: Play/Continue largest; Wishlist secondary.
  • HIER-TUTORIAL-CALLOUT: Arrow+plate; HP still readable — not full-screen tutorial = title size.
  • HIER-INPUT-HINT: Platform glyphs match primary input model.
  • HIER-SUBTITLE-LANE: Bottom safe band; never covers ability bar.
  • HIER-SCAN-PATH: Health → ammo → objective follows edge HUD / F-pattern.

Contrast as separation under pressure

Contrast is local and worst-case — not a spot sample on the quietest plate.

Floors (sight heuristics)

Receptor Intent Fail tell
CTRST-BODY-45 ~4.5:1 body/HUD vs local plate Mid-grey on dark grey timer
CTRST-LARGE-30 ~3:1 large/display Decorative grey title
CTRST-ICON-30 ~3:1 non-text chrome (WCAG 1.4.11) Grey-on-grey toggle
CTRST-FOCUS-30 Focus ≥~3:1 vs unfocused 1px hue shift only
CTRST-DISABLED-30 Disabled still readable Disabled = background
CTRST-HC-MODE If HC shown: ~7:1 borders+text Cosmetic recolor only

Plates / scrims / outlines

Receptor PASS FAIL
CTRST-PLATE-OPACITY ~70–85% plate; glyphs crisp 15% haze or 95% sticker
CTRST-PLATE-EDGE Shadow/bevel vs world Plate = sky luminance
CTRST-SCRIM-DEPTH Modal 50–70% dim Gameplay highlights bleed through
CTRST-OUTLINE-WEIGHT Shared 1–2px @1080 4px glow on ammo, none on HP
CTRST-GRAD-WORST Text on darkest stop; all stops pass Text crosses failing gradient band
CTRST-SIMULTANEOUS Plate over grass/sky Raw white on snow/cloud

Device class & FX

Receptor PASS FAIL
CTRST-TV-LOUNGE Couch-readable labels 12px primary on living-room capture
CTRST-HANDHELD-SUN Extra plate/shadow outdoors Thin white on bright sky
CTRST-FX-BLOOM Damage vignette edges; UI intact Bloom washes ammo numerals
CTRST-FX-CHROMA Enemy FX ≠ interact/damage UI hex Red explosion = damage UI
CTRST-SEMANTIC-NONCOLOR Poison = icon+label+pattern Red/green buff identical shape
CTRST-OVERLAP-LEG Stacked bars offset Two labels same pixel row intersect

Score language

Cite receptor ID + pixel evidence:

  • HIER-WEIGHT-MATH=0 — health, quest, and shop icons same size and saturation; no squint primary.
  • CTRST-GRAD-WORST=0 — objective text crosses light→dark sky gradient; mid stop fails.

Sources

  • Sidebearings — Game UI Type Systems (angular size, roles, diegetic split)
  • Nasty Rodent — HUD design (peripheral vs foveal)
  • NN/G — Visual hierarchy; Gestalt proximity / common region
  • WCAG 2.2 — 1.4.3 Contrast; 1.4.11 Non-text; 2.4.11 Focus Appearance
  • Xbox AGG — XAG-101 Text; XAG-102 Contrast

Source: SKILL.md on GitHub

1 warning1mo3 checks · Risk MEDIUM
  • Gen Agent Trust Hub1mo

    The skill captures screenshots and interfaces with the Godot editor by executing system commands and modifying project configuration files. It includes a temporary editor bridge staged as a Godot plugin, which introduces risks related to command execution and dynamic module loading.

  • Socket1mo

    No alerts

  • Snyk1mo

    Risk: LOW · No issues

Signed by skilld at 90634df. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 weeks ago.

Activeupdated 2 months ago

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