• 2D
  • pixel art not working

thank you Cyb!

but i still dont understand why the engine just does not fit the black bars to the monitor resolution.

Set Stretch Mode set to 2D and Aspect to Keep Height. Those are the correct settings for 2D desktop games. However, you have to setup your scenes properly so they are resolution independent. Mostly this means putting things in Control nodes (with the proper Layout option) and doing some work to make sure things are placed properly (you can't use absolute x/y position, either rely on the automatic position, or do calculations based on current window dimensions. For example, hacked this together with your project.

bro, i just copy and paste the atomius0 script, changed the res to 1920*1080 and works like a charm, in any monitor

why godot does not do this automatic?

fullscreen:

I should be able to add integer scaling to my add-on. It would be pretty easy, and I can do it without black bars.

a year later

pixel art fullscreen still not working in 3.5.1. It's been over a year

i really like godot and try to be patient but at this point, im so frustrated

it works in godot 4?

No, they didn't add pixel perfect rendering (integer scaling). It was discussed but they didn't add it to the core since it can be done as an add-on.

    Zelta i think pixel art should be perfect no matter resolution, without addons plugins wahetever.
    not adding this to the core version seems a big mistake to me. dont hate me please, just my opinion.

    While the thought is nice, it's also important to understand that every single feature added to the core increases the technical debt(potential for bugs and the overhead of code to maintain for an example). So the consideration of 'can this be done as an add-on/plugin instead' certainly does make valid sense too.

    Note that there has also been some discussion over having some plugins as officially maintained repository as well. No decision as far as I'm aware yet, but some of them could even be bundled along with the release by default in the future. In that case for the end user, especially if the bundled plugins would be enabled by default it wouldn't be any different in practice from those features being included in core.