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stretch_2d breaks touchscreenbutton in android #10
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I can confirm this issue. I expect the stretch_2d is supposed to be a very easy way to port a game to a device that uses a different resolution, without rearranging scenes and UI. Indeed it works well in most cases, but the touchscreen buttons are indeed working incorrectly. Given the fact there is such a wide number of touchscreen devices, this setting is probably particularly important for android platforms. |
I guess I broke it at some point, though I guess besides fixing this I should work on a tutorial explaining different methods to stretch the screen |
It will be great. |
i think it's fixed, please test |
Yeah! It's fixed! Thanks! Can you help me on this post? |
close |
Getting this to compile on mac os x
Add ability to mute AudioServer.
Add support for 3 dir shadow splits
…m ba/4.2 into stable Reviewed-on: https://git.prehensile-tales.com/Astera/godot/pulls/10
Update useragent to reflect new project name
forcing display to stretch the 2d content in a low resolution for a android device in a high resolution breaks the touchscreenbutton! texturebutton and button still works! maybe breaks in other platforms too!
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