Godot viewport resolution official [77dcf97d8] Question Hi, I’m new to Godot and I was experimenting on a new project that’s basically all UI elements, the UI is all made of pixel art, but it seems like the pixels are really tiny at a high resolution (1920x1080) coming from unity I could change the Pixel To Unit to get bigger pixels but I can’t in Godot. If you get halve-pixels, it means you are rendering with the display resolution, rather than a low res viewport resolution (aka project width and height set in the Window Project Settings). So with our example resolution of 384 x 216, multiplied by 4 gives us 1536 x 864. stable. I can do this either by making all my sprites at a 1:1 ratio, set the viewport to 360p, and stretch it on a larger resolution. For this reason, I tried 756 x 491 as my Godot viewport resolution to scale but that didn’t work. For integer scaling, you want the difference between the viewport resolution and the monitor resolution to be a power of 2. The viewport creation costs made it slower than not using dynamic resolution Leave the test resolution settings at 0 pixels. Stretch Mode 2d with a display resolution of 512x256. Currently working on a pixel-art style game. SubViewpo A community for discussion and support in development with the Godot game engine. This is the resolution the game renders at. If you have a low project resolution and set the Window stretch mode settings to "2D", I would think you get exactly that: low res performant 3D and high res 2D UI. You may come a Instantiate your main scene as a child of the SubViewport: Set the properties of the GameView: Resolution: The height of the viewport; Aspect: The aspect ratio of the viewport, this determines its width. 0, there is a project setting to change the 3D rendering resolution scale without affecting 2D rendering (and without using a separate viewport). x, but the same approach can be used in Godot 4. For 3D, a Viewport will contain a World. Does anyone know what resolution I should use and what settings I should use This is what it looks like in the default resolution: And this is what it looks like in 2x resolution (without any camera movement): I’m changing the resolution by changing the size in the viewport. A single sprite, also 16×9 pixels in size, covers the entire viewport, and a diagonal Line2D is added on top of it: The official subreddit for the Godot Engine. As mentioned in the previous tutorial, Canvas layers, every CanvasItem node (remember that Node2D and Control based nodes use CanvasItem as their common root) will reside in a Canvas Layer. 0 beta 2: This unfortunately seems to be a regression in Godot 4. THIS IS AN EXAMPLE OF A GAME WHERE YOU CHANGE THE RESOLUTION: Here the code that I have. Meet your fellow game developers as well as engine contributors, stay up to date on Godot news, and share your projects and resources with each other. Every canvas layer has a transform (translation, rotation, scale, etc. 174K subscribers in the godot community. window_set_size but once the player puts the game in fullscreen, the window defaults back to the viewport size defined in the project settings. This might be because of the new SubViewport Scaling 3D feature which can't be found with the old Viewport. I found the viewport stretch mode reduces the quality. If I load The official subreddit for the Godot Engine. Children 2D Nodes will display on it, and children Camera 3D nodes will render on it too. Design your game on 960x640 to make up for 4:3 devices. Why use resolution scaling?: With the ever-increasing rendering complexity of modern games, rendering at native resolution isn't always viable anymore, especially on lower-end GPUs. The size override is only set when the viewport is in "2D" stretch mode. The official subreddit for the Godot Engine. Basically it upscales the low res perfectly to any resolution, keeping the size of I am kind of confused with how scaling works in Godot. Make sure both viewports have the same aspect ratio. 0. My problem is that when changing the window size, A community for discussion and support in development with the Godot game engine. It works, but resolution is awful as i use minecraaft textures and then scale the whole gui. i'm trying to make the autoloaded Fading scene effect follow the viewport, but it ins't following. First, the viewport looks too small for me to put in my UI elements. 1), if you want to access the actual screen size (as in the monitor's resolution in pixels), this is the actual full code to get the Vector2 value: DisplayServer. 3 Question I am trying to develop a mobile game using pixel art assets and am having trouble setting the project’s resolution, aspect mode, and scaling. With "Stretch Mode" set to "Viewport", the rendered resolution will match the design resolution (in project settings, under Display -> Window -> Size). 2 Question Is it possible to change the viewport width and height through code as well as the window width override and the window height override? I can’t seem to find out how to change these two The official unofficial subreddit for Elite Dangerous, we even have devs lurking the sub! Elite Dangerous brings gaming’s original open world adventure to the modern generation with a stunning recreation of the entire Milky Way galaxy. The only setting I found for changing the size of the viewport is in Project setting > display > window, but that changes the size of the window as well as the viewport. Windows 11 22H2, RTX 2060. Use "viewport" and "ignore" project settings. Thanks Let me clarify that: Make pixel art in a graphics software. The rendered output of the root Viewport is then scaled to the display resolution. window_get_current_screen()) Why use resolution scaling?: With the ever-increasing rendering complexity of modern games, rendering at native resolution isn't always viable anymore, especially on lower-end GPUs. This is basically the universe that links physics and rendering together. g. If you wanted take it a step further and implement a smooth camera, a common solution was to use a framebuffer shader with custom camera logic . The way it seems to me Godot with viewport stretch mode enabled does viewport render → screen This is documented on Multiple resolutions. The thing is, 640 is not the real width of the viewport, it’s something like the 850, because I have a 16/9 ratio, so the game kept the height of 480 and stretched the game, which is exactly what I want. Is changing the First, we’ll set the the Mode to Viewport, which will make Godot always render the game at the resolution we set above. The problem comes in I'm making a Mario-Like platformer in Godot, and am going for a N64 style, and I want to lower the resolution of the render, while still having the window being resizable, like in Blender. This returns the size of the viewport, and if the viewport has a size override it will return that instead. Resolution scal The Godot editor's macOS dock icon gets duplicated every time it is manually moved Some text such as "NO DC" appears in the top-left corner of the Project Manager and editor window A microphone or "refresh" icon appears in the bottom-right corner of The rendering scale factor represents the 3D viewport resolution and will vary depending on the current FPS (or milliseconds per frame, to be precise). is there even a difference between decreasing the camera zoom and increasing the viewport in the settings? If scaling down is really important, I'd suggest making lower resolution variants of the sprite, and swap to it as you All you have to do is change the stretch settings from "viewport" to "canvas_item" (Godot 4. Disclaimer: I’ve only been using Godot for Godot Version 4. I wanted to have a subviewport into a 3D Scene. This is not correct though. I wanted the children of the SubViewport to be rendered as though they were in a window with a viewport stretch mode (that has a smaller 38 votes, 15 comments. 0 Beta 3. size are the same thing. You build your game for a fixed resolution, typically, you'd want something that's easily adjustable to the standard resolutions. Viewport: no change (ignore Edit: oh wait a minute, none of this is necessary since the viewport resolution doesn't change even if the window changes, AAAAAH I'M SO STUPID, there goes an hour of searching down the drain This becomes window and viewport size independent, because Godot is already doing almost all of that work to get the Global World position, is then In Godot 4, you can change the resolution scale of 3D rendering without affecting 2D rendering quality by adjusting the Scaling 3D settings. screen_get_size(DisplayServer. blend files directly within Godot; Exporting DAE files from Blender; Importing OBJ files in Godot; The Viewport has a size, that size sets the resolution at which the contents of the Viewport will be rendered. Now if I use : print(get_viewport(). Description: A Viewport creates a different view Think of a Viewport as a screen onto which the game is projected. y / get_viewport(). 2 Project for Pixel Art. get_screen_size(OS. Although not my target, changing viewport on Windows seems to have a bug as clear area constantly blinks between black and !!splash screen!! Today I'm showing you how to change the resolution and stretch the screen size to be compatible to your screen's and other people's resolution. 5 it looks pixelated, which could be a desired effect like in my project. content_scale_size. In this video we are going to explore different ways of making our game adaptable on devices with different resolutions. In the docs it says: "Finally, viewports have a Stretch Transform , which is ℹ Attention Topic was automatically imported from the old Question2Answer platform. x) I get 1920 (so my actual resolution width) and 640. You can see an example of this in the 3D in 2D demo, where the 3D image is rendered as a viewport. I got the Screen resolution with: OS. 0 and 4. Set the window width and height override to the resolution you want your window to be. window_size, and everything in that new Viewport was a little bit blurred (2nd picture). size) at the start to confirm the viewport resolution. For example, if you run a project that uses a viewport size of 1920x1080, the actual window size will be set to that, so the viewport size will be smaller than that (typically around 1900x1020 for 1920x1080). In order to see the game, we need to have a surface on which to draw it. Navigate to Project > Project Settings and then choose Window under Display. In 4. Viewports are, as they name implies, rectangles where the world is drawn. 3. When I call get_viewport(). Add a 2d camera and center it to the scene. Scale it to a higher resolution in your graphics software Set the game resolution to half hd, which is 960x540. official Question I’m farely new to godot. This is usually the best option for 2D games that Hello, I’m encountering some issues with the viewport scaling of my game and I’m hoping someone might be able to shed some light on what might be causing these issues. Question. You could then either set the window at a preset size relative to the screen resolution: You would toggle the 2D stretch mode, set your project resolution to something like 1920 x 1080, and throw your game inside a viewport node at a desired base resolution (such as 640 x 360). set_size_override (w, h) A community for discussion and support in development with the Godot game engine. Scroll to the bottom of that and there's an option called viewport scaling. If you're not sure which resolution you should choose, read What Resolution To Use for Pixel Art. Worlds¶. Create a bg with 960x640 resolution and add it to the scene. Now I’d like to apply a screen shader effect, but in the upscaled resolution. You can do it in the field. In Project Settings there is an option for setting main viewport width and height (display/window/size/). This means that I have to apply a zoom of 3x for 1080p (my machines resolution). I can’t find how to avoid the fractional scaling issues while not having black bars for my game (hardcoding the phone’s resolution doesn’t seem like the correct way of solving this). I want to change the viewport size to a custom size stored in a Vector2 variable, without changing the default value in Project Settings. get_texture(). This can be used to speed up rendering. This is for a 3d game where the viewport is a long window above a UI. Default value: false. See what your fellow developers are up to, get help or advice for your own projects, and be notified about updates (fixes, changes, new features, etc. That surface is the Root Viewport. If the game is running at 150% of it's original resolution, then the black pixel would end up in 1,3 and 1,2 would become a mix of both red and black. Since 1. 3 Question I am working on a pixel art game. Rendering at a higher resolution than the screen resolution; Post-processing steps. Hi, I’m working on a Project where the 3D World is in a seperate Viewport Container. Well, you can just make your textures no larger than 64* pixels, use a shader for the vertex wobble, and set the project to render at either 256x224 or 640x240 (the engine renders at this resolution and then scales the image to the players monitor resolution). Is that too frequent? Or is there If true, the sub-viewport will be automatically resized to the control's size Which hints that this will change it's subviewport child resolution thus affecting rendering resolution - but it doesn't seems so hope we can see it happen sometime, not even FXAA setting for both project and subviewport ain't doing a thing for me :/ The official subreddit for the Godot Engine. the game resolution is 640 X 360. 2. With the ViewportContainer you can decide if it will automatically set the size of the Viewport or if it will stretch it (scaling the ViewportContainer will also result in stretchering). The Stretch Mode setting defines how the base size is stretched to fit the resolution of the window or screen. I know I can adjust the stretch mode to 2d in project settings, but this doesn't affect Then I added new Viewport to the scene, set its size to match OS. Finally, this I am working on a pixel art game and started with viewport stretch mode in a low resolution (640x360) and upscale it as the docs recommend. That is, VIEWPORT_SIZE = 1. In a nutshell: Set the viewport width and height to the base resolution In "Viewport" mode the game is rendered at a lower, pixellated resolution and then just upscaled to fit whatever the window size is. x as API changes a lot. The proper way for pixelart is not to rotate but to draw bespoke frames, though. Comment me if any more trouble or questions. Solution 2: Use get_viewport(). Make sure the project is using the viewport stretch mode, not any other stretch mode. I’ve tried changing it by code using set_size_override, but had the same results. Usage usage - The rendering mode of viewport. Between all the different android phones and ios there are tons of different resolutions to try and cover. I have set the stretch settings I A community for discussion and support in development with the Godot game engine. But with the resolution locked, Godot will default to stretching the rendered output to fill the window when the game is scaled to any size and aspect ratio. x) documentation in English Godot Version 4. For the 3D camera this is fairly straightforward, but care must be taken for the UI and any menus, text, etc. other say to use viewport stretch mode, and some people suggest using scripts. In Godot you can stretch the viewport in the project settings (you have to enable the stretch mode option). I then switched to subviewportcontainer. 3 Question I am working on a pixel art game and started with viewport stretch mode in a low resolution (640x360) and upscale it as the docs recommend. Inherits: Node< Object Inherited By: SubViewport, Window Abstract base class for viewports. bool transparent_bg - If true the viewport should render its background as transparent. 1920 divided by 320 is ℹ Attention Topic was automatically imported from the old Question2Answer platform. The approach of listing screen resolutions queried from the OS There's also a Display > Window > Size > Shrink project setting you can increase to quickly decrease the size of the viewport without having to input resolution numbers manually. Spatial-base nodes will register using the World of the closest Viewport. This is a great optimization option that you can hot-select in the game settings. These settings should stretch your resolution to screen resolution without deforming the pixels, which happened a lot to me in the past. Note: stretch must be true for this property to work. At 50% scaling on a 3D game, you could potentially get 200% to 300% of native performance, which is key to getting higher quality graphics on low-end hardware. 0 coins. 3, by default the plugin will change window_width_override and window_height_override. By default, newly created Viewports do not contain a World but use the same as their parent Viewport (root Viewport always contains a World, which is the one objects are rendered The official subreddit for the Godot Engine. Then I can multiply all positions and scales for all objects on the screen by this scaling factor to position them correctly. For example, a 1280×720 viewport with stretch_shrink set to 2 will be rendered at 640×360 while occupying the same size in the container. On this page, window refers to the screen area allotted to your game by the system, while viewport refers to the root object (accessible from get_tree(). Low res graphics can easily be scaled up by scaling the viewport, however this affects the scale of all the nodes in the tree. I am not sure which answers are outdated/incorrect, ans I would Godot Version. Wait again, apparently I was To emphasize the “problem” I set the base resolution to 640 × 360; The asset is scaled in game using transform to fit the viewport; HiDPI mode is turned on; Stretch mode is set to viewport; → Outcome when fullscreening the window: Rendering is pixelated (likely 640 × 360 is stretched to cover the whole screen) Approaches outside Godot: Web Godot version. New to Godot/GDScript and I am making a pixel art game. trying to code the viewport size to something which make the oversize pixels evenly sized according to the users screen resolution. Supports up to 200% native resolution or down to 10%. blend files directly within Godot; Exporting DAE files from Blender A Viewport creates a different view into the screen, or a sub-view inside another viewport. However changing window size seems to reset viewport size so to "prevent" it you might need to do something on size_changed signal. In order to see the game, we need to have a surface on which to draw it; that surface is the Root Viewport. click on Project → Project Settings → navigate to WINDOW → check “resizable”, mode “viewport”, aspect “keep”. Second, set your resolution to something square like 1080x1080! This makes your ui and everything the same size whether in portrait or landscape!! Took me So, I want to change the resolution of the game like any other game does. Issue description. So if base resolution is 960x540 and the user sets the game to 1920x1080 that would be a scale of 2 for both axis. The size scales correctly, just not the resolution. Members Online • [deleted] How do I change the resolution of the editor viewport? Help I'm planning on getting a 4k display for development, so is there a way to upscale the resolution in the 3d editor? Since 4k is just 4 * 1080p, the editor could render as if I One for pixelart at a low res that gets scaled up and then another higher res viewport on top for ui elements. I have a project settings display resolution 1024×600 and I want to capture the viewport of a security camera with a something like 200×200 without changing the game resolution thanks Share Add a Comment This demo shows how to scale the 3D viewport rendering without affecting 2D elements such as the HUD. x will appear to be upside down. But I simply find any tutorial related on this and when I tried doing it my self, the whole canvas does not get stretched to the current res and the mouse gets mouse misalignment. X. Finally, this You build your game for a fixed resolution, typically, you'd want something that's easily adjustable to the standard resolutions. 3 Question Hello! I’m a beginner developer trying to understand something. This will render a small 480x270 window A community for discussion and support in development with the Godot game engine. Vector2 size - The width and height of viewport. This technique can be useful in 2D games as well. Follow the Multiple resolutions documentation. 2 Question The default ViewPort size in Project Settings is 1152 X 648. How can I change those values via script at With the change from Godot 3 to 4 on the horizon I started to venture into the new editor and found the project settings to have changed quite a bit. 2D scaling does not introduce artifacts for non integer scaling or non 90deg rotation. I need To compensate for this, Godot offers many ways to control how the screen will resize and stretch to different screen sizes. It is also possible to scale the 2D content and make it believe the viewport resolution is other than the one specified in the rect, by calling: viewport. 153K subscribers in the godot community. I've been trying to find a way to change the screen resolution of my game once I enter another scene (scene one = resolution one, scene two get_viewport(). choose Keep, by this way you can prevent Godot making it’s own resolution to fit the resizing done by the User. get_image() (on the root viewport) behind the scenes, so it can be done using manual screenshot capture in a script as well. A single sprite, also 16×9 pixels in size, covers the entire viewport, and a diagonal Line2D is added on top of it: The scoreboard here is a Viewport Texture which is fed a live feed from some camera positioned above the other player in red. size. y viewport_sprite. The animations below use a “base size” of just 16×9 pixels to demonstrate the effect of different stretch modes. make sure to set the Stretch setting mode to viewport and the aspect to keep. 1. Then set the stretch mode to 2d. SOLUTION: Turns out you just set it to expand rather than keep in Project Settings -> Display -> Window -> Stretch -> Mode = viewport -> Aspect = expand. used by up to 256 shadow maps. The magic word is viewport scaling. First of all use a stretch mode like expand on viewport so that it works on different resolutions. I want to make the viewport cover more of the scene without changing the size of the window. image that is larger than you viewport and just define an area that has to be shown Godot Version 4. Currently with Godot 4 (4. The window stretch mode is actually set to "disabled", but it's true that it's not set to "viewport". 3 Question 4. ) that can be accessed as a Matrix32. Select a single base resolution and put the game itself inside a viewport. I was using a subviewport with a texture2d but that doesn’t handle mouse input. in a nutshell:. y The above script and demo project are for Godot 3. Letter spacing (kerning) in all texts, with default or not fonts, are often horizontally incorrect, when the viewport's resolution is low (e. Advertisement Coins. Also covered in the previous tutorial, nodes are drawn by Godot Version Godot Engine v4. however the scene in practice is only showing a cropped out version and won't scale with the viewport node. size_override_stretch = true v. We are going to understand about Anc A fast viewport scaler for 3D and 2D Godot Engine games that allows you to upscale or downscale the screen for increased performance or higher quality visuals. If you want to support multiple resolutions and only ever in portrait mode, you can use Stretch Aspect = Keep Width to allow the viewport to expand at the bottom edge. This is a very uncommon resolution today and based on my experience as a teacher most new users will start designing the UI of their games using that default, only for them to notice it looks tiny on any modern monitor resolution. If you want to change the resolution of both 2D and 3D rendering, use the viewport stretch mode and set the base window size accordingly. My game is a pixel game and made in a low resolution, which I need to scale up. Most of I'm using godot 3. Your main game Window is the Viewport, and sets the overall size. This way the game is rendered at Display Resolution like in the Editor, not at Project width and height. Set Viewport Width to 480 and Viewport Height to 270. Members Online • [deleted] How to change the root viewport's size? Help I tried asking this everywhere, but couldn't find a answer. But in the docs, I see Just for the next dev that finds this, on Godot 4 it's Project Settings >> General >> Display >> Window >> Stretch>>Mode = canvas_items For non-pixelated scaling or Mode = viewport For pixelated scaling Since rendering to a viewport to apply materials is such a common use case, the default behavior should be to simply render at the same resolution as the root viewport (or relative to the root viewport, if the contained viewport isn't the full size) with an option to to use the fixed resolution, as it currently behaves. Best way to handle the resolution and sizing of a project that is meant for multiple devices? (10 touchscreen buttons/viewport zoom) Andreas You will need to set your game’s resolution to the multiplied value. size=Vector2(x,y) in the Godot 3 script, the viewport assumes the resolution of Vector2(x,y) and it doesn't spontaneously change. I made my low res viewport, then upscaled the window using gdScript. Viewport and Canvas items; Supporting high-resolution texture sizes in 2D without artifacts; Use appropriate texture sizes in A community for discussion and support in development with the Godot game engine. I wanted a higher resolution UI and Canvas transform¶. Best way to position Node2D based on screen resolution? I update the position on each viewport size event. The rectangle in the tope right of the video also shows a life feed Viewport, but this Viewport is on a CanvasLayer that draws in front of the 3D game and feeds from yet another Camera, positioned at the red players head. I set the game window size to a low resolution, like 500x350. 1 on windows and i created new project with a 2d scene. Stretch Mode¶. (and more horizontal resolution will be reported in the viewport, proportionally). set_size_override(true, size) will do the thing. get_viewport_rect(). Scale your chosen resolution and use that as the project resolution. - I keep a native resolution without scaling it in the project window settings. For example, the Godot sprite inside the scene would look smaller on the Viewport I created (because of its size) compared to when the scene is in the root Viewport. This doesn't seem to work properly, the resolution still bigger than the value being set. Go to project settings > general, scroll down and there's a tab called "window". To this end I set the project stretch mode to canvas_items and the aspect to expand. And yet, both internal Viewport and the Viewport added to the scene Inherits: Viewport< Node< Object An interface to a game world that doesn't create a window or draw to the screen directly. Btw you can work around those artifacts if your mind is set on rotation by using higher res sprites. In version 0. If the aspect ratio of your game resolution is not equal to your screen's aspect ratio, black bars will be Encapsulates drawing and interaction with a game world. 320x240) and the stretch mode is set at "canvas_item". scale = Vector2(1, -1) * viewport_initial_size. Pixel typically has a lower resolution. size and get_viewport_rect(). For instance, if using a 3840×2160 viewport: See godot-dynamic-resolution-demo where I attempted this in 3. For instance, it can be used to have a "pixel art" viewport for the main game The Godot editor's macOS dock icon gets duplicated every time it is manually moved; 2D Viewport; Node2D and Control node. This is similar to how most modern games handle resolution scaling. 5 documentation in English Divides the viewport's effective resolution by this value while preserving its scale. Resolution scal Godot has a small but very useful feature called viewports. ) that can be accessed as a Transform2D. I'm trying to adjust the resolution of the sub viewport. Importing . And it does not have to match the size at which it is displayed (it could be stretched/scaled). Useful to test and prevent your UI from being inconsistent in different resolutions. Divides the viewport's effective resolution by this value while preserving its scale. MovieWriter uses get_viewport(). In Godot 3 I used get_viewport(). If you have a low resolution Viewport of a 3D scene in 3. Quickly change and test Project Resolution settings. x) print(get_viewport(). Reply reply More replies Stretch Mode¶. ) Ah I used viewport stretching. Make sure the camera is set to center and not top left, otherwise it won't adjust from the center, but instead your game will be on the top and the ratio will readjust below it making it looks The Camera will render to the size of the Viewport it is a child of. Still use the "Viewport" stretch mode. Godot is still a great option for pixel art (at least compared to something like Unreal). that should keep your windows with always the same content and adjust the viewport according to any resolution, adding black bars to excess or odd resolutions. viewport. To prevent this from happening, we’ll configure the Aspect property. Thank you, this really godot currently does not support enforce integer scaling viewport, and then point out a plugin doing this job. For example, the positioning of parallax layers changes, as does the amount of content The official subreddit for the Godot Engine. 0 / 240. root) which the game Set the viewport width and height to the resolution you want the game to render. with one paragraph explicitly for “Pixel art” games. Godot Viewport objects are used to create views into the screen, or create subviews inside another Viewport. Set the project window size to 1280×720 in the Project Settings (or 720×1280 for a game played in portrait mode). The follow_viewport_enabled is enabled but it Introduction: Think of a Viewport as a screen onto which the game is projected. Both width and height is equal to one value. set_size() to change viewport resolution. Right now I have my Viewport Width/Height set to 1280x720, and the Stretch setting set to Mode: Viewport, Aspect: Expand (since the edges of my This means I have an easier time working on my Laptop, but then can use Godot's built-in stretch settings along with the 2D Stretch Mode for smooth resolution independent scaling. I think 16:9 1080p is a Viewport: Viewport scaling is different, the root Viewport is set as a render target, and still renders precisely to the resolution specified in the display/ section of the project settings. 0/SCREEN_PIXEL_SIZE. A Viewport creates a different view into the screen, or a sub-view inside another viewport. There is a new option to Change Viewport Resolution. Unless the shadow_atlas_size is very high, the shadows in this quadrant will be very low resolution. Changing it to 2D fixed this problem! Question about blurry text on a low resolution/low DPI external monitor How I Set Up a Godot 4. I know how to change the viewport scale in the settings, but have trouble coding it. 3D in 2D; Canvas layers. The test width and test height should be set to their default values of 0. My physical screen's resolution is also 1920x1080 Changed test resolution and project resolution and also fixed a problem I had when I switched stretch mode to viewport where my textures were looking pixelated. so it sizes on the screen properly. Members Online • Currently trying to make a non-square viewport have its resolution scale properly with the window resolution. Set that to "2d". However, there seems to be no place to type that in. A community for discussion and support in development with the Godot game engine. 5: 4. I chose 640x360 resolution. This handles input (good) but unlike the texture2d, it makes everything really blurry when I scale it Godot has a built in "pixel" scaling mode. If you are OK with sprites being able to move or rotate in "sub-pixel" positions or wish to have a high resolution 3D viewport, you should use the canvas_items stretch mode instead of the viewport stretch mode. Scaling down the viewport give the desirable crisp edges which cant be gotten from scaling up a sprite node (otherwise the pixel art blurs). Hovever scaling doesn’t actually change render resolution for viewport and i cant seem to find how to change it. In stretch, set mode to viewport and aspect to keep. 0/VIEWPORT_SIZE. e: 320. 👤 Asked By djmick I am making my first mobile game and I have no idea what resolution to use. ; Note: Divide the width by the height of your desired resolution to get the aspect ratio, i. So for example a pixelart viewport rendered at 320x240 (which is pretty standard I think) and another viewport layered on top at 1280x720, then the game will be rendered in 1280x730. Once this is done, set the project's base window size to the desired screenshot resolution in the project settings. I have a target canvas size of 360p for my pixel art game. The animations below use a "base size" of just 16×9 pixels to demonstrate the effect of different stretch modes. This is usually the best option for 2D games that int shadow_atlas_size - The resolution of shadow atlas. So I put the games content on a Viewport, placed on a ViewportContainer and used a script to scale this Viewport Despite having a 3840x2160 res monitor (a clean 6x the viewport resolution), there are still thick black bars surrounding the game in fullscreen mode. I selected the stretch mode viewport and the expand aspect options, when I run the scene and try to resize the window, the viewport turns black. the resolution and Godot Version 4. I am currently working on a 2D game, that is planned to be released on steam where the most common display resolution there is 1080p. If you want your game to be played in any other resolution than the project resolution (width and height), then you will most likely want to look into The equivalent of SCREEN_PIXEL_SIZE for Spatial Shaders is 1. I want the game's resolution to adjust based on the frame rate, ensuring a smooth experience . size = Vector2. size=Vector2(x,y) to change the render resolution. Then, you can set the viewport scaling in Godot so that it fills the entire screen. ) In the Godot editor create node menu, there is only a node named "SubViewport" that is in the category called "Viewport". 👤 Asked By Bleuzen Hi, I need help with Viewport scaling and the mouse position in it. the ViewportContainer node and Viewport node should be 80 X 45 and upscaled by 8 times to achieve pixel perfect (according to the video I linked). . If you don't know what to do here, simply use "viewport". realize you want to rotate your pixelart, but don't want rotated pixels (same example as above only in 2D stretch mode) or draw sprites for every single angle of rotation (way too much work), or uglify your beautiful pixelart (viewport stretch mode, seen above on the left). It also demonstrates how to toggle filtering on a viewport by using TextureRect to display the ViewportTexture delivered by the Viewport node. Encapsulates drawing and interaction with a game world. set_attach_to_screen_rect() to change viewport size along with get_viewport(). The viewport setting sets the root scene’s Viewport to the base resolution. The plugin GitHub - Yukitty/godot-addon-integer_resolution_handler: Integer Resolution Handler addon for Godot Engine do accomplish this job, but it does not work for 4. With stretch mode set to "viewport" the game remains in low resolution and is scaled up to window size after The viewport stretch mode provides low-resolution rendering that is then stretched to the final window size. Canvas transform¶. My game has different pixel graphics, including sprites, tilesets and parallax backgrounds, as usual. Godot 4 alpha 14 still comes with 1024x600 as base resolution. 3. size just returns the actual viewport size. Note: By default, a newly created Viewport in Godot 3. Resolution scal Resolution scaling — Godot Engine (4. get_current_screen()) Set in the project settings: strech_mode to '2D' and stretch_aspect to 'keep'. extends Node2D var min_playfield_height Godot Version v4. This is what Viewport does, and only if you use a low base resolution (project width and height). get_visible_rect(). You can find a nice little tutorial here. 2 Windows 11. For example, set When I launch the game I include a print(get_viewport(). This is a common baseline resolution for mobile, but you can also use 1920×1080 (1080×1920 in portrait) for crisper visuals at the cost of larger file sizes. The viewport has an resolution of 200:280 (portrait), and the way I have my anchors set up it looks nice on the card in the 3D scene. Set the PanelContainer to expand to the full size of the viewport by setting its right and bottom anchor properties to 1 and setting the EXPAND size flags in both directions. Alternatively you can code your own custom project window stretch scaling or use the Camera2D zoom With the ever-increasing rendering complexity of modern games, rendering at native resolution isn't always viable anymore, especially on lower-end GPUs. X) or "viewport" to "2D" if you are using Godot 3. My goal is for the 3D Render resolution to match the window size when playing in windowed mode. You find the stretch settings in the Project Settings > General > Display > Window. you can try it out toggling full screen with a switch This tutorial will introduce you to using the Viewport as a texture that can be applied to 3D objects. I add a sprite with a resolution of 300x300 but then scale it down to like 100x100. Godot Version 4. To compensate for this, Godot offers many ways to control how the screen will resize and stretch to different screen sizes. Now I’d like to apply a screen The default ViewPort size in Project Settings is 1152 X 648. Also covered in the previous tutorial, nodes are Godot Engine 3. Unfortunately, Apple likes to be different so there’s no way for me to use a standard The official subreddit for the Godot Engine. I had a question about how to approach displaying pixel art within Godot. 640x360, for example, works well in scaling to 1920x1080 and above. 1 and I'm facing a challenge with implementing dynamic resolution scaling based on target FPS. size could be more appropriate though, Here's some godot doc on viewports and transforms and the different layers of coordinate systems The screen resolution is the resolution of the monitor itself, which would cause ui elements being out of sight or placed wrong in window mode. Godot offers many ways to control how the viewport will be resized and stretched to different screen sizes. Optionally, a viewport can have its own 2D or 3D world, so they don’t share what they draw with other viewports. Description: SubViewport Isolates a rectangular region of a scene to be di A Viewport creates a different view into the screen, or a sub-view inside another viewport. System information. Please read The official subreddit for the Godot Engine. Default value: USAGE_3D. The Godot editor's macOS dock icon gets duplicated every time it is manually moved Some text such as "NO DC" appears in the top-left corner of the Project Manager and editor window A microphone or "refresh" icon appears in the bottom-right corner of # To compensate for the larger resolution, the viewport sprite is scaled down. This is because the UI elements that are part of the game window take up space away from the game viewport. The print statement returns (2878, 1618) when run on the 1080p monitor and (3838, 2158) when run on the 4k Ideally just make your game responsive to any resolution or aspect ratio. ONE * get_viewport(). This way you make sure that pixels are "pixel perfect" as in, always perfectly on top of one another. You need to multiply the size of the Viewport property according to the 2D scale factor, and ensure the Viewport is displayed via its ViewportTexture in a TextureRect so its physical size doesn’t change when the viewport texture size changes. 4. If needed you Hey it worked I stole the code, made my main node a Control and linked up some keys. Thanks. 0/SCREEN_PIXEL_SIZE is what you want, you can use func change_viewport_resolution(size: Vector2) -> void: var v := get_viewport() v. In this case get_viewport(). Also, Godot does not appear to even support changing resolutions? Yes, you can change the window size with DisplayServer. However, resizing the window disrupts the layout significantly. In order to do so, it will walk you through the process of making a procedural planet like the one below: This tut A community for discussion and support in development with the Godot game engine. Unfortunately Godot does not have integer stretch mode built-in I'm currently working on a project in Godot 4. 3 mono Question I am making a Minecraft clone on godot and now trying to implement block rendering in inventory using subviewports. 640x360, for example, works well in scaling to 1920x1080 and Viewport: Viewport scaling is different, the root Viewport is set as a render target, and still renders precisely to the resolution specified in the display/ section of the project settings. vzoqeo wift jtpyiur ueghtuxq cusvem vbt lbixe mihfqtd vwt wlth