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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.

referencestypography-sight.md

≈1.1k tokens on demand. Your agent reads this file only when SKILL.md points to it.

Typography sight (receptor-level)

MANDATORY with Family TYPE in taste-receptors.md. Every TYPE-* row must be scored when text is visible — not vibes, not a single “type looks fine.”

If microcopy is unreadable at short-edge 512, re-capture --detail or crop before locking TYPE scores.


Architecture (production)

Anchor the scale to the HUD floor (smallest critical label at lowest target device), then step up:

Ratio Use
~1.20–1.25 Dense HUD
~1.333 Menus / clearer hierarchy
≥1.5 Marketing drama only — not HUD data

Named roles (TYPE-ROLE-TOKEN):

Role Job Typical fail
HUD-Label / data Ammo, timers, HP, currency Display/script face
Tooltip / body Sentences, settings Ultra-condensed / tiny
Menu-Header Sectioning Same as body
Display Splash, chapter, score reveal Used for dense numbers
Diegetic-Prop In-world screens Replaces critical HUD

Face cap (TYPE-FACE-CAP): ≤2 families (+ optional mono/data). ≥4 → 0.

Optical size (TYPE-OPSZ-MATCH / TYPE-WEIGHT-OPSZ / TYPE-HUD-FLOOR / TYPE-ANGULAR-SIZE):

  • Micro HUD uses micro/text cuts — open apertures, relaxed spacing.
  • Display cut at 11px HUD → 0.
  • Critical HUD ~0.3°+ angular size at stated viewing distance.
  • Floor copied from 4K desktop → 0.

Numerals (TYPE-NUM-*)

Games are number-heavy. Score harshly.

Receptor Pass Fail
TYPE-NUM-TABULAR Columns align; even advances 1 much narrower than 8
TYPE-NUM-LINING Digits on baseline row Oldstyle drop in timer
TYPE-NUM-OSF-OK OSF only in flavor/marketing OSF in stacked stats
TYPE-NUM-SLASH-ZERO Slashed 0 when 0/O ambiguous Confusable serials
TYPE-NUM-DISTINCT 0≠O, 1≠l, 5≠S under pressure Confusable in heat
TYPE-NUM-WEIGHT Numerals ≥ label weight Thin decorative HP
TYPE-MONO-DATA Mono/tabular for codes/timers Proportional letter-spacing hack
TYPE-STAT-ALIGN ATK/DEF grid Ragged values
TYPE-TIMER-STABLE MM:SS holds on tick Width jitter each second

Metrics / case / OpenType

Receptor Pass Fail
TYPE-XHEIGHT Open counters at HUD size Filled a/e; hairlines
TYPE-TRACK-BODY ≤~0.05em Spaced-out cinematic body
TYPE-TRACK-DISPLAY / HUD Intentional logo; slight HUD tight Accidental collision / crushed %
TYPE-LEAD-BODY / DENSE / DISPLAY ~1.5–1.65 / 1.3–1.4 / 1.05–1.2 Colliding or huge voids
TYPE-KERN-LOGO Clean AV/To Exploded logo
TYPE-ALLCAPS-BODY / CASE-* Spare caps; sentence body; micro legal sized Caps walls; Title Case body; 8px caps para
TYPE-ITALIC-UI Rare flavor Italics = every emphasis
TYPE-LIGA-DISPLAY Ligatures in chapter art only Ligatures in HUD timer
TYPE-GLYPH-INTEGRITY Real language Fake/garbled mush
TYPE-HINT-RASTER Pixel fonts integer scale Non-integer blur

Display vs HUD (TYPE-DISPLAY-HUD-SPLIT) — ship blocker

2: Display carries tone; HUD/data is boring and open. 0: Chapter-title face on ammo/HP/cooldowns OR diegetic distress type on critical readouts.

Also score: TYPE-PAIR-DNA, TYPE-GENRE-SIGNAL, TYPE-DIEGETIC-DISTRESS, TYPE-PLATE-TYPE, TYPE-LOC-EXPAND / RTL, TYPE-MICRO-LEGAL, TYPE-MARKETING-DISPLAY.


Fix language (bind to receptor IDs)

  1. TYPE-DISPLAY-HUD-SPLIT=0 — move ammo/HP off display face onto neutral HUD face; increase numeral weight.
  2. TYPE-NUM-TABULAR=0 — enable tabular/even-width numerals for currency columns.
  3. TYPE-OPSZ-MATCH=0 — swap display cut for text/micro master at HUD size.
  4. TYPE-FACE-CAP=0 — delete tourist faces; keep one display + one UI family.
  5. TYPE-PLATE-TYPE=0 — add plate behind objective over gameplay.
  6. TYPE-GLYPH-INTEGRITY=0 / unreadable at 512 — re-capture --detail before rescoring.

Sources

  • Sidebearings — Game UI Type Systems; genre typography conventions
  • MDN — font-variant-numeric (tnum, lnum, onum, zero)
  • Monotype — optical sizing
  • WCAG / Xbox AGG — contrast intent for glyphs vs plates
  • Modular scale — major second → perfect fourth ratios

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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