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Glossary — Godot ↔ C05

Every word this tutorial uses, in one place. Use it to decode external tutorials and the Godot docs. The C05 design vocabulary follows the C05 essential terms; the Godot column is what the editor calls the same idea.


The C05 design words

These are assessed vocabulary — use them exactly in your design log and annotations.

Term Meaning (C05) In this tutorial
Mock-up An annotated visual representation of the user interface of a software solution, used to aid the design of an interface. Your Godot layout, captured as an image and annotated (Level 3).
Annotate Add comments to a document or diagram. Callouts on your captured image saying what each control does and why.
Design principles alignment, balance, contrast, space, text formatting, usability, navigation. Achieved through layout + theming: containers give alignment & space; colours give contrast; tabs give navigation.
UX characteristics affordance, interoperability, security, usability. E.g. a button that looks clickable has good affordance (see the Save button).
Feasible & complete The rubric's top band for designs. Building in the real toolkit makes a layout feasible; capturing every screen makes it complete.

The Godot editor words

Godot word What it is YouTubers / docs also say
Editor the program you build in "Godot", "the engine"
Dock a panel attached to a window edge (Scene, FileSystem, Inspector) "the panel", "the tab on the side"
Node one building block of an interface "a UI node", "an element"
Scene one saved tree of nodes (one screen) "the scene", "the tscn"
.tscn the file a scene is saved as "the scene file", "the tscn file"
Control the node family for user interfaces (green icon) "a UI node", "a control"
Node2D the node family for 2D games (blue icon) — not for mock-ups "a 2D node", "a game object"
Container a Control that arranges its children automatically "a box", "a layout node"
VBoxContainer stacks children vertically "a VBox", "a vertical box"
HBoxContainer arranges children in a row "an HBox", "a horizontal box"
GridContainer wraps children into N columns "a grid"
PanelContainer a framed box (background) around one child "a panel", "a card"
MarginContainer adds padding around one child "a margin", "padding"
TabBar the strip of tab buttons only (no content switch) "the tabs", "the tab bar"
TabContainer shows a different child per tab "tabs", "tabbed panel"
Anchor a point on the parent an edge is pinned to (0–1) "anchors", "pin"
Offset the gap from an anchor to the node's edge "margin" (Godot 3 word!)
Anchor preset one-click anchor layouts (Full Rect, Center…) "layout presets", "the anchor menu"
Property a single setting of a node "a setting", "a field"
Inspector the dock showing the selected node's properties "the settings on the right"
Size flags how a child shares space in a container (Fill, Expand) "size flags", "expand/fill"
Theme override changes one property of one node's look "an override"
StyleBoxFlat a resource that draws a flat coloured box (fill, corners, border) "a stylebox", "the button style"
Theme one resource of default styles applied to many nodes "the theme", "a UI theme"
OptionButton a dropdown selector Control "a dropdown", "a select"
LineEdit a one-line text field "a text input", "an input box"
TextEdit a multi-line text box "a text area"
Label a node that shows text "a label", "text"
Preview / Run open the scene in its own window to see it at real size "run it", "play it"

Version word-swaps (Godot 3 → 4)

If an external tutorial's words don't match your editor, it is probably Godot 3. The ideas are identical; the names moved:

Godot 3 says Godot 4 (your editor) says
Margin (gap from anchor to edge) Offset
Rect / Rect Min Size Layout / Custom Minimum Size
"Add Node" wording/menus differ slightly Add Child Node (the +)

Prefer tutorials that say Godot 4. And whenever a creator adds a script, a signal, or any code — skip it; that is behaviour, which is out of scope for a mock-up.


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