@memoriesin8bit@mastodon.gamedev.place
Post #2412104
2026-05-02 14:18 UTC
@YoSoyFreeman@mastodon.gamedev.place No that's fine, but that's how Godot chooses to work. I feel the docs are pretty precise in saying that viewport width/height isn't meant to represent the game resolution, but the - quote - "design size" of the game.
I found it pretty alienating at first, too and there still SHOULD be a way to easily switch resolutions in case that is really desired, but if you don't want 1:1 pixel mapping, then resolution scaling DOES make more sense than enforcing some pre-made resolution.
Replies (1)
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@YoSoyFreeman@mastodon.gamedev.place 2026-05-02 16:00
@memoriesin8bit@mastodon.gamedev.place In all honesty, about 75 percent of my issue right now is that i'm afraid users may perceive the lack of those classic resolution options as a limitation or laziness from my part more than anything. In any case, i'm really enjoying Godot UI!