Edit of asset "Multiple Resolutions Demo" Accepted
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Title | Multiple Resolutions Demo | |
Description |
This project demonstrates how to set up a project to handle screens of multiple resolutions and aspect ratios. This demo allows you to adjust the window's base resolution, stretch mode, stretch aspect, and scale factor (internally known as "stretch shrink"). This lets you see what happens when adjusting those properties. Make sure to resize the project window in any direction to see the difference with the various stretch mode and stretch aspect settings. The GUI can be made to fit the window or constrained to a specific aspect ratio from a list of common aspect ratios. On ultrawide aspect ratios, this can be used to prevent HUD elements from being too spread apart, which can harm the gameplay experience. For non-essential HUD elements, specific controls can be made to ignore this aspect ratio constraint when it makes sense (e.g. a list of players on the side of the screen). Additionally, a GUI margin setting is provided to better handle TVs with an overscan area to prevent GUI elements from being cut off. This can also improve the gameplay experience on large monitors by bringing HUD elements closer to the center of the screen. A DynamicFont is also used to ensure font rendering remains crisp at high resolutions, thanks to Godot's built-in support for font oversampling. In other words, the engine will automatically re-rasterize fonts at different resolutions than the base window size when the window is resized (or when the window scale factor is changed). Language: GDScript Renderer: GLES 2 |
This project demonstrates how to set up a project to handle screens of multiple resolutions and aspect ratios. This demo allows you to adjust the window's base resolution, stretch mode, stretch aspect, and scale factor (internally known as "stretch shrink"). This lets you see what happens when adjusting those properties. Make sure to resize the project window in any direction to see the difference with the various stretch mode and stretch aspect settings. The GUI can be made to fit the window or constrained to a specific aspect ratio from a list of common aspect ratios. On ultrawide aspect ratios, this can be used to prevent HUD elements from being too spread apart, which can harm the gameplay experience. For non-essential HUD elements, specific controls can be made to ignore this aspect ratio constraint when it makes sense (e.g. a list of players on the side of the screen). Additionally, a GUI margin setting is provided to better handle TVs with an overscan area to prevent GUI elements from being cut off. This can also improve the gameplay experience on large monitors by bringing HUD elements closer to the center of the screen. A DynamicFont is also used to ensure font rendering remains crisp at high resolutions, thanks to Godot's built-in support for font oversampling. In other words, the engine will automatically re-rasterize fonts at different resolutions than the base window size when the window is resized (or when the window scale factor is changed). Language: GDScript Renderer: GLES 2 |
Category | Demos | |
License | MIT | |
Repository Provider | Custom | |
Repository Url | https://github.com/godotengine/godot-demo-projects/tree/3.5-9e68af3/gui/multiple_resolutions | |
Issues Url | https://github.com/godotengine/godot-demo-projects/issues | |
Godot version | Godot 3.5 | |
Version String | 3.5-9e68af3 | |
Download Commit | https://github.com/godotengine/godot-demo-projects/releases/download/3.5-9e68af3/gui_multiple_resolutions.zip | |
Download Url (Computed) | https://github.com/godotengine/godot-demo-projects/releases/download/3.5-9e68af3/gui_multiple_resolutions.zip | |
Icon Url |
https://raw.githubusercontent.com/godotengine/godot-demo-projects/3.5-9e68af3/gui/multiple_resolutions/icon.png
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https://raw.githubusercontent.com/godotengine/godot-demo-projects/3.5-9e68af3/gui/multiple_resolutions/icon.png
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