Hi, me again.

So I'm making a mobile game to be deployed on android and I'm trying to set the screen size to change dynamically across devices. I've read the multiple resolutions section of the Godot docs and to my understanding all I have to do is enable "resizable" and set stretch mode to "canvas_items" and aspect to "expand" And anchor the UI elements

I do that. And NOTHING changes when I run a debug export on mobile. The viewport resizes just like I want it to but when I open the app on mobile it just stays locked at it's base resolution, anchored to the top left corner with a grey void where the game isn't stretching to. Even when I downgrade the resolution on the phone the game resolution stays the same and it just gets blown up.

Why does it work in the viewport but not in the exported app? Am I missing something? Please help. I am befuddled!

Thank You 🙂

Sounds like a weird bug. What happens if you manually set the resolution at runtime?
get_tree().root().size = <your phone resolution here>

This could also depend on how you've anchored your controls. For example, the top-left position will obviously remain anchored to the top-left, but won't shrink or resize to the right unless also anchored to do so. Typically, this can be fixed by having a top-level control anchored to the whole screen so children can then size according to the parent.

Show us your UI set up.