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Scaled Controls don't align properly #19068
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Is there a workaround for this? From what I can tell this issue makes some (responsive) UIs impossible to create. |
Well, the workaround is to avoid using
Any examples? |
See Multiple resolutions in the documentation. |
@Callinou This documentation link is broken. Archive: http://web.archive.org/web/20181105034839/https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html |
This is not a workaround for the issue though. |
Documentation pages were moved around in
Can you describe your use case for Control scaling? |
@Callinou For now it'd be just to reduce the size of a large-resolution logo. |
If you use a TextureRect node and check Expand, you'll be allowed to resize it to a size smaller than the original size. Remember to enable Mipmaps on the original texture to avoid noisy artifacts. |
Tested on: Godot v4.3.dev5.mono - Windows 10.0.22000 Adding this video to better explain the issue
Re-Edit: |
Godot version: 3.0
OS/device including version:
Issue description:
Margins ignore the scale of the control.
The top-left corner is set as if the node was not scaled.
Scale: 1x1, Anchor: center right
Scale: 2x2, Anchor: center right (the transparent panel is also scaled 2x2, but the textureRect didn't align to it's center right)
What was expected: (with Anchor: center left)
Steps to reproduce:
Add a Control to a parent Control.
Change the child's scale.
Change the child's anchor from the Layout menu (to a layout different from top left).
Minimal reproduction project:
align-scaled-issue.zip
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