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reduz edited this page Apr 13, 2014 · 12 revisions

Multiple Screen Resolutions

Introduction

There are several types of devices, with several types of screens, which in turn have different pixel density and resolutions. Handling all of them can be a lot of work, so Godot tries to make the developer's life a little easier. The Viewport node has several functions to handle resizing, and the root node of the scene tree is always a viewport (scenes loaded are instanced as a child of it, and it can always be accessed by calling get_scene().get_root() or get_node("/root") ).

In any case, while changing the root Viewport params is probably the most flexible way to deal with the problem, it can be a lot of work and guessing, so Godot provides a simple set of parameters in the project settings to handle multiple resolutions.

Stretch Settings

Stretch settings are located in the project settings, it's just a bunch of configuration variables that provide several options:

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