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build-hudlisted

Use 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.
playcanvas/skills · ★ 17 · Web & Frontend · score 78
Install: claude install-skill playcanvas/skills
# Game interface 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 `screen` and `element` UI — decided with the `build-app` skill. Keep it outside gameplay model hierarchies, as `assemble-scene` requires. - For a screen-space Engine UI, adapt a user-interface example with `find-examples` rather 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 `enabled` with its visibility; an element left drawing at opacity 0 still costs a draw call every frame (see `reduce-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