Add automatic window scaling based on OS screen scale #9825
Replies: 2 comments 9 replies
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Since this is used for the exported project it shouldn't be based on the size of the display someone is developing on, should this just be defined when creating the project? Otherwise it'd be updated for each person working on the project, creating noise in the diff, what if you and your fellow developers have different screen sizes? What if you have different screen sizes on your laptop Vs your desktop? I don't think it is useful to make the default size based on the screen size of the editor, it's easy to change if you want something else but it'd also annoy to have to change it if you don't agree with the detected size if you're targeting something specific |
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Thanks for the proposal! Consolidating in #7968. |
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The default
1152x648
was probably chosen with fullhd in mind, but on high res displays it's way too tiny, impossible to use for any kind of testing (this is a laptop screen):Whenever I create a project I have to change it. It would be nice if godot set it to something more usable depending on the screen resolution. Since it's used in exported projects too perhaps it would make sense for godot to detect OS screen scale if possible and use
1152x648
as a baseline resolution at 100% screen scaleBeta Was this translation helpful? Give feedback.
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