I am experimenting with creating a pixel-art mobile game in Godot. I am having trouble with the viewport size regarding the pixel art assets. I’ve learned that I should set the scaling mode to integer, which adds black bars to the screen. My plan to get rid of the black bars is as follows:
- Find a way to resize the main viewport dynamically in runtime
- Calculate, based on the device’s size, what size the viewport should be
- Apply that calculation when appropriate
Before I even try to get a calculation like that going, I want to make sure I can change the viewport’s size in the code, which I couldn’t figure out myself. I have tried the following:
- Changing the project settings in a
_ready
function: Does nothing - Changing the project settings in a
_process
function: Does nothing - Setting
get_viewport().size
in a_ready
function: Does nothing - Setting
get_viewport().size
in a_process
function: Changes the size of the viewport, but without expanding it - Setting
get_window().size
in a_ready
function: Does nothing
What else can I try?
And where should I put that? In a
_reaay
or a_process
?Thanks, setting
get_window().content_scale_size = DisplayServer.window_get_size() / 3
works! Now I only have to figure out what 3 stands for
I haven’t developed for mobile, but I have played around with pixel art in games. Here’s a guide which probably outlines the why of it better than I can.
It sounds like to git rid of the black bars, you want to open ProjectSettings/Display/Window/Stretch and set Mode to Viewport and Aspect to Expand.
I did set the aspect to expand, but when I set the scaling mode to integer instead of fractional it adds the black bars