Open warriormaster12 opened 1 year ago
The project setting gives the default, to change at runtime use the scaling_3d_scale
property on viewport
Is this the case with every single project setting? Also I got a bit confused by the docs wording
I'm not sure in general but I think it's a safe bet that if there is a property or function with the same thing changing the setting doesn't affect a running game. This is done for performance as getting a project setting isn't without a cost, and having things like signals indicating they have changed would be inefficient (and in many cases undesirable as it would affect multiple instances like different viewports in this case, where you might want different scales).
The wording is confusing however and I'm not sure exactly how it is supposed to be understood.
Should I rename or close the issue and create a new one for docs?
Just rename and see what people think
The doc could be maybe improved, i.e. refer to the property in the project setting description and better clarify the property description, because it's a bit misleading.
Godot version
4.0-beta 10
System information
Operating System: Arch Linux KDE Plasma Version: 5.26.5 KDE Frameworks Version: 5.101.0 Qt Version: 5.15.8 Kernel Version: 5.15.86-1-lts (64-bit) Graphics Platform: Wayland Processors: 8 × AMD Ryzen 5 2500U with Radeon Vega Mobile Gfx Memory: 14,6 GiB of RAM Graphics Processor: AMD Radeon Vega 8 Graphics Manufacturer: HP Product Name: HP Laptop
Issue description
Editing 3d-scaling options through project settings works as expected but when I want to update 3d scaling through gdscript, nothing seems to change.
Steps to reproduce
ProjectSettings.set_setting("rendering/scaling_3d/scale",0.25)
Minimal reproduction project
3d_scaling_forward.zip