Open domdfcoding opened 2 months ago
There isn't such an option yet, but it should be straightforward to multiply all font sizes according to a project setting.
Note that when using the viewport
stretch mode, readability would suffer unless you used a font that is specifically designed to be readable at low sizes.
Note that I have the opposite problem -- it's too small! 😅 Definitely need a resize feature. I'm running on a 5k display on mac.
Note that I have the opposite problem -- it's too small! 😅 Definitely need a resize feature. I'm running on a 5k display on mac.
Use the canvas_items
stretch mode in the project settings, as explained in the Multiple resolutions documentation. This will also handle the rest of your UI scaling automatically.
I'm using canvas_items
stretch mode + 4k viewport which renders into 1080p window. The size is way too small as well.
I'm using
canvas_items
stretch mode + 4k viewport which renders into 1080p window. The size is way too small as well.
You can increase the Stretch Scale project setting since Godot 4.2, although this will affect all 2D elements (including the ones that are unrelated to the debug menu).
although this will affect all 2D elements
Yep, I would like to avoid this :-) In fact, at the moment DebugMenu is the only thing in the project that is not scaled up properly.
Is there (or could there be added) an option to resize or scale the overlay? My game uses a small viewport (400x300 in an 800x600 window) but the overlay fills the whole screen (and hangs off the left hand side if not the bottom. This is what it looks like:
If the overlay could be scaled down it would be much more useful.