@YoSoyFreeman@mastodon.gamedev.place
Post #2011374
2026-05-02 13:40 UTC
I truly miss a some more specifically scaling options in Godot.
The current ones allow to scale the UI or the whole viewport, but I would say 90 percent of the Time you want to achieve the opposite things: to keep the UI at native resolution but lower on increase 3D rendered elements
I'm manually constructing a proper resolution selector and while creating UI is a great experience manipulating and supporting multiple ones is... Not jejr
Replies (2)
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@YoSoyFreeman@mastodon.gamedev.place 2026-05-02 13:46
It is interesting because Godot refusal for a proper resolution management workflow makes it way similar to designing apps than games. The level of control is awesome but unless you go with the resolution scaling hack instead of proper support you need to manually compensate for the changes in UI size
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@memoriesin8bit@mastodon.gamedev.place 2026-05-02 13:45
@YoSoyFreeman@mastodon.gamedev.place I love the way Godot does it. You can just throw on fractional scaling and the size is always consistent - no matter the resolution. As things should be. And if you need to be pixel accurate while also pretending HD displays don't exist, you can do integer scaling.