Hey everyone, we are developing mobile games in Godot engine and have several questions regarding multiple resolutions (yes, we checked the docs in Godot already and no clue still) 1- Which base resolution do you use when you develop a game in Godot? 2- Do you use any solution to perfect-fit elements to different resolutions (something more sophisticated than just scaling up/down the entire screen)? 3- Do you see any problem creating your mobile game on the following resolution: 1242x2208?

Thanks! -T

Welcome to the forums @baznat!

1 - I generally use 1080p or 720p when developing, but most of the games I develop are desktop first, with a potential mobile port later.

2 - For any Control-based node, which is most of the UI, I use layouts and anchors so the positions of the elements stays at the correct position even if the screen is scaled. Then I generally set the aspect mode in the project settings to expand and the scale mode to 2D, which works decently.

3 - Not really, especially if you have the project scale the resolution down for devices that have smaller resolutions. In theory, it shouldn't matter too much what resolution you are using to develop if you have the scale setting to 2D, as it will increase/decrease the rendering size so it fits the resolution of the device that is running the game.

Disclaimer: I'm mostly a 3D game developer who targets desktop platforms, not mobile, so please take what I wrote above with a grain of salt!

I would recommend targeting 1920×1080 (1080×1920 in portrait mode) nowadays. That said, if file size is a concern, you could use smaller textures to target 1280×720 (720×1280 in portrait mode) instead.

Some mobile devices have wider/taller displays than that, but the difference is hard to see to the naked eye. It's probably not worth making your game's packaged size significantly larger only to make it display slightly sharper on those displays.

2 years later