Use the canvas_items
stretch mode by default
#58037
Closed
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Marked as draft for the following reason:
Follow-up to #55032.
This is the stretch mode that works best for non-pixel art 2D and 3D games in general (and even many pixel art games, provided texture filtering is disabled).
The
canvas_items
stretch mode also ensures that 2D elements are always scaled to a readable size, even at high resolutions. This is especially important when targeting mobile platforms. The difference is immediately noticeable when running a new project in the experimental editor Android port 🙂Since most people are using Godot to develop games (rather than applications), it makes sense to use a stretch mode that works best for games by default.
This closes godotengine/godot-proposals#3939.
Preview
The previews below were made with a project base resolution of 1152×648, as proposed in #55032.
2D scene
Default window size
At the default size, there is no visual difference between stretch modes.
Fullscreen (2560×1440),
disabled
stretch mode (current default)2D elements appear very small and off-center (unless a Camera2D is added and made current).
Fullscreen (2560×1440),
canvas_items
stretch mode (new)2D elements appear at a larger, more readable size.
3D scene
Default window size
At the default size, there is no visual difference between stretch modes.
Fullscreen (2560×1440),
disabled
stretch mode (current default)2D elements appear very small.
Fullscreen (2560×1440),
canvas_items
stretch mode (new)2D elements appear at a larger, more readable size.