What Resolution should I set in Godot so that the game is playable in any android device??

Anderoo99Anderoo99 Posts: 74Member

I do not know much about android and Im finding it difficult to make my game scale in different andoid devices.

Thanks in advance =)


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Best Answer

  • TwistedTwiglegTwistedTwigleg Posts: 1,721
    Accepted Answer

    You'll probably need to mess around with the mode and aspect settings within the project settings. You can find the settings in general -> display -> window, with the settings for mode and aspect on the bottom.

    Personally, I generally use 2d for mode and keep for aspect on most of my projects, as then I can work with a single aspect ratio for the entire game. This combination of settings enforces the aspect ratio set by the width and height set in the project settings, with black bars to resize the game window for screens that do not have the correct aspect ratio.
    The only issue with this approach, especially on mobile devices, is that there is not a widely used/accepted aspect ratio, so it is possible that many uses will experience the game with the black bars, which may irritate some users. It also means that your game will only be playable in portrait or landscape, not both. You might need to mess around with the settings to find a combination that works for the target device(s) you are developing for.

Answers

  • TwistedTwiglegTwistedTwigleg Posts: 1,721Admin
    Accepted Answer

    You'll probably need to mess around with the mode and aspect settings within the project settings. You can find the settings in general -> display -> window, with the settings for mode and aspect on the bottom.

    Personally, I generally use 2d for mode and keep for aspect on most of my projects, as then I can work with a single aspect ratio for the entire game. This combination of settings enforces the aspect ratio set by the width and height set in the project settings, with black bars to resize the game window for screens that do not have the correct aspect ratio.
    The only issue with this approach, especially on mobile devices, is that there is not a widely used/accepted aspect ratio, so it is possible that many uses will experience the game with the black bars, which may irritate some users. It also means that your game will only be playable in portrait or landscape, not both. You might need to mess around with the settings to find a combination that works for the target device(s) you are developing for.

  • CalinouCalinou Posts: 303Admin Godot Developer

    @TwistedTwigleg said:
    The only issue with this approach, especially on mobile devices, is that there is not a widely used/accepted aspect ratio, so it is possible that many uses will experience the game with the black bars, which may irritate some users. It also means that your game will only be playable in portrait or landscape, not both. You might need to mess around with the settings to find a combination that works for the target device(s) you are developing for.

    To solve this, you can use the expand stretch aspect (instead of keep). Once you set up GUI anchors correctly, the project should work well with any aspect ratio without stretching.

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