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responsive-ui
Use when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptation
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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Use when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptation
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
Use when working with 2D-specific systems — TileMaps, parallax scrolling, 2D lights and shadows, canvas layers, particles 2D, custom drawing, and 2D meshes in Godot 4.3+
Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+
Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels
Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns
Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation
Use when importing and managing assets — image compression, 3D scene import, audio formats, resource formats, and import configuration
| name | responsive-ui |
| description | Use when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptation |
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
Related skills: godot-ui for Control node layout and themes, export-pipeline for platform-specific export settings, godot-project-setup for initial project resolution settings, input-handling for touch vs desktop input adaptation, localization for layout adjustments per locale, mobile-development for safe-area and notch handling.
Configure base resolution and stretch behaviour in Project > Project Settings > Display > Window.
Key settings and their .godot/project.godot keys:
| Setting | project.godot key | Recommended value |
|---|---|---|
| Viewport width | window/size/viewport_width | 1920 (or your base design width) |
| Viewport height | window/size/viewport_height | 1080 (or your base design height) |
| Stretch mode | window/stretch/mode | canvas_items (most games) |
| Stretch aspect | window/stretch/aspect | expand (fill screen) or keep (letterbox) |
| Scale factor | window/stretch/scale | 1 (adjust for pixel art integer scaling) |
Godot 4.7+: Projects newly created in Godot 4.7 already default
display/window/stretch/modetocanvas_itemsanddisplay/window/stretch/aspecttoexpand(previouslydisabled/keep) — the recommendations above are now the out-of-the-box values. Projects created on older versions are unchanged (the property default is stilldisabled), so set both explicitly when upgrading. See the 4.7 migration guide.
These can also be set at runtime:
GDScript:
# Read current viewport size
var viewport_size: Vector2 = get_viewport().get_visible_rect().size
# Change stretch mode at runtime
ProjectSettings.set_setting("display/window/stretch/mode", "canvas_items")
C#:
// Read current viewport size
Vector2I viewportSize = GetViewport().GetVisibleRect().Size;
// Change a project setting at runtime (takes effect next frame)
ProjectSettings.SetSetting("display/window/stretch/mode", "canvas_items");
| Mode | project.godot value | Rendering | Best For |
|---|---|---|---|
canvas_items | "canvas_items" | Viewport rendered at design resolution, then upscaled — UI and 2D nodes scale smoothly | Most 2D and UI-heavy games |
viewport | "viewport" | Entire viewport is rendered at design resolution and stretched; no sub-pixel blending | Pixel art games needing pixel-perfect output |
disabled | "disabled" | No automatic scaling; every Control node must handle its own layout | Complex custom scaling, 3D games with a Control HUD |
When to choose each:
canvas_items — Default recommendation. Smooth scaling at any resolution. UI built with Control nodes and anchors responds naturally. Text and icons stay crisp at high DPI when combined with content_scale_factor.viewport — Locks rendering to the design resolution. Combined with integer scaling and nearest-neighbour filtering it gives a classic pixel-perfect look. Avoid for high-DPI displays unless you intentionally want chunky pixels.disabled — Use when you need full manual control, e.g. a 3D game where the UI must adapt to safe areas or unusual aspect ratios without Godot scaling it.Set via Project > Project Settings > Display > Window > Stretch > Aspect or the window/stretch/aspect key.
| Mode | Visual Result | When to Use |
|---|---|---|
keep | Letterbox (black bars top/bottom) or pillarbox (bars left/right) — design rect is preserved exactly | Games with a fixed layout that must not be cropped (e.g. score-based arcade, puzzle) |
expand | Screen is fully filled; the visible game area grows on wider or taller displays | Action games, platformers — more visible play area is a bonus, not a problem |
keep_width | Width is fixed; height expands on taller screens (mobile portrait) | Portrait mobile games where horizontal alignment is strict |
keep_height | Height is fixed; width expands on wider screens (landscape) | Landscape games where vertical alignment is strict (e.g. side-scroller HUD) |
expand with adaptive UI is the most versatile choice for games targeting both desktop and mobile. Anchor your HUD elements to screen edges so they follow the expanded visible area.
For crisp pixel-art games: Project Settings → Display → Window → Stretch → Mode = viewport, base resolution at native pixel size (e.g., 320×180), Window Size Override = 4× for editor preview. Use integer scaling to avoid sub-pixel blur.
See references/pixel-art-setup.md for full project settings, integer-scaling script, nearest-neighbour filter overrides.
For retina / high-DPI displays: set content_scale_factor to scale the entire UI proportionally. Query DisplayServer.screen_get_dpi() at runtime for adaptive scaling per device.
See references/dpi-scaling.md for the
content_scale_factorrecipe and DPI-querying patterns.
Four mobile-specific concerns: touch input (tap, swipe, multi-touch), safe-area insets (notch / dynamic island avoidance), orientation lock (portrait/landscape pinning), virtual keyboard (handle show/hide to avoid covering UI).
See references/mobile.md for full GDScript on each concern, plus iOS / Android nuances.
Anchor presets + Container nodes do most of the work. Use size_flags_horizontal/vertical (FILL, EXPAND, SHRINK_CENTER, SHRINK_END) to control how children consume container space. Detect runtime resolution changes via get_viewport().size_changed.
See references/adaptive-layouts.md for the anchor + container strategy, resolution-change detection, and the full
size_flagsreference.
In the editor viewport, use Editor > Editor Settings > Run > Window Placement to start the game at specific sizes, or use the viewport size selector in the 2D editor toolbar.
Add common test sizes under Project > Project Settings > Display > Window > Size > Test Width/Height to preview in the editor.
--resolution CLI FlagLaunch from the command line with an override resolution:
# Windows
godot.exe --path "C:/projects/mygame" --resolution 1280x720
# Linux / macOS
godot --path /projects/mygame --resolution 1280x720
# Run an exported binary at a specific size
./mygame.x86_64 --resolution 375x812
| Resolution | Aspect | Common Use |
|---|---|---|
1920×1080 | 16:9 | Standard 1080p desktop / TV |
2560×1440 | 16:9 | 1440p high-DPI desktop |
1280×720 | 16:9 | Low-end desktop / minimum target |
640×360 | 16:9 | Pixel art base resolution (2× of 320×180) |
2732×2048 | 4:3 | iPad Pro — tests non-16:9 aspect ratios |
390×844 | ~19.5:9 | iPhone 14 portrait |
844×390 | ~19.5:9 | iPhone 14 landscape |
1080×2400 | 20:9 | Android tall portrait |
360×800 | ~20:9 | Android low-end portrait |
Strategy: Always test at your base design resolution, one resolution wider than 16:9 (e.g. 21:9 ultrawide), and one taller (e.g. mobile portrait). These three cases catch the most layout bugs.
viewport_width / viewport_height) matches the design canvas in the editorcanvas_items for most games, viewport for pixel artexpand unless fixed-layout content requires keepviewport stretch + Nearest texture filter + integer content_scale_factorControl nodes use anchors anchored to the nearest edge, not fixed position valuescustom_minimum_size set on buttons and interactive elements to prevent collapse below tap target size (minimum 44×44 px recommended for mobile)size_flags_horizontal / size_flags_vertical set to SIZE_EXPAND_FILL on elements that should fill spaceget_viewport().size_changed signal connected where layout must respond to window resizeDisplayServer.get_display_safe_area() and applied to a root MarginContainercontent_scale_factor set at startup based on DisplayServer.screen_get_dpi() for high-DPI / Retina displaysInputEventScreenTouch / InputEventScreenDrag, not mouse events aloneSCREEN_LANDSCAPE / SCREEN_PORTRAIT) or SCREEN_SENSOR where rotation is intended--resolution flag used in CI or playtest scripts to automate multi-resolution smoke tests