responsive-ui
Use when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptation
Responsive UI in Godot 4.3+
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.
1. Project Settings for Resolution
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) |
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");
2. Stretch Mode Comparison
| 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 withControlnodes and anchors responds naturally. Text and icons stay crisp at high DPI when combined withcontent_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.
3. Aspect Ratio Handling
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.
4. Pixel Art Setup
Project Settings
In Project > Project Settings:
Display > Window > Stretch > Mode→viewportDisplay > Window > Stretch > Scale→2(or3,4— any integer)Rendering > Textures > Canvas Textures > Default Texture Filter→Nearest
Setting the texture filter to Nearest globally avoids blurry pixels without per-sprite configuration.
Integer Scaling via Script
GDScript:
# res://autoload/display_manager.gd
extends Node
const BASE_SIZE := Vector2i(320, 180) # pixel art design resolution
func _ready() -> void:
get_window().content_scale_size = BASE_SIZE
get_window().content_scale_mode = Window.CONTENT_SCALE_MODE_VIEWPORT
get_window().content_scale_aspect = Window.CONTENT_SCALE_ASPECT_KEEP
_apply_integer_scale()
get_viewport().size_changed.connect(_apply_integer_scale)
func _apply_integer_scale() -> void:
var screen_size := DisplayServer.screen_get_size()
var scale_x := screen_size.x / BASE_SIZE.x
var scale_y := screen_size.y / BASE_SIZE.y
var integer_scale := maxi(1, mini(scale_x, scale_y))
get_window().content_scale_factor = float(integer_scale)
C#:
// autoload/DisplayManager.cs
using Godot;
public partial class DisplayManager : Node
{
private static readonly Vector2I BaseSize = new(320, 180);
public override void _Ready()
{
var window = GetWindow();
window.ContentScaleSize = BaseSize;
window.ContentScaleMode = Window.ContentScaleModeEnum.Viewport;
window.ContentScaleAspect = Window.ContentScaleAspectEnum.Keep;
ApplyIntegerScale();
GetViewport().SizeChanged += ApplyIntegerScale;
}
private void ApplyIntegerScale()
{
var screenSize = DisplayServer.ScreenGetSize();
int scaleX = screenSize.X / BaseSize.X;
int scaleY = screenSize.Y / BaseSize.Y;
int intScale = Mathf.Max(1, Mathf.Min(scaleX, scaleY));
GetWindow().ContentScaleFactor = intScale;
}
}
Nearest-Neighbour Filter per Node (Override)
If the global filter is Linear and you only want Nearest on specific sprites:
GDScript:
# On a Sprite2D or TextureRect node
$Sprite2D.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
C#:
GetNode<Sprite2D>("Sprite2D").TextureFilter = CanvasItem.TextureFilterEnum.Nearest;
5. DPI Scaling
content_scale_factor
Window.content_scale_factor multiplies all UI element sizes uniformly. Increase it on high-DPI (Retina) displays so text and controls are not microscopic.
GDScript:
# autoload/dpi_scaler.gd
extends Node
func _ready() -> void:
_apply_dpi_scale()
func _apply_dpi_scale() -> void:
var dpi := DisplayServer.screen_get_dpi()
# 96 dpi is the standard desktop reference
var scale := clampf(dpi / 96.0, 1.0, 3.0)
# Round to nearest 0.25 to avoid blurry half-pixel rendering
scale = roundf(scale * 4.0) / 4.0
get_window().content_scale_factor = scale
func get_dpi() -> int:
return DisplayServer.screen_get_dpi()
C#:
// autoload/DpiScaler.cs
using Godot;
public partial class DpiScaler : Node
{
public override void _Ready() => ApplyDpiScale();
private void ApplyDpiScale()
{
float dpi = DisplayServer.ScreenGetDpi();
float scale = Mathf.Clamp(dpi / 96f, 1f, 3f);
// Round to nearest 0.25
scale = Mathf.Round(scale * 4f) / 4f;
GetWindow().ContentScaleFactor = scale;
}
public int GetDpi() => DisplayServer.ScreenGetDpi();
}
Querying DPI at Runtime
GDScript:
var dpi: int = DisplayServer.screen_get_dpi()
print("Screen DPI: %d" % dpi) # 96 on standard, 192+ on Retina
C#:
int dpi = DisplayServer.ScreenGetDpi();
GD.Print($"Screen DPI: {dpi}");
Tip: On macOS Retina displays
screen_get_dpi()returns 220+. On Windows with 200 % scaling it returns 192. Use these thresholds to decide whether to enable a 2x UI scale.
6. Mobile Considerations
Touch Input
GDScript:
extends Node
func _input(event: InputEvent) -> void:
if event is InputEventScreenTouch:
if event.pressed:
_on_touch_begin(event.position, event.index)
else:
_on_touch_end(event.position, event.index)
elif event is InputEventScreenDrag:
_on_touch_drag(event.position, event.relative, event.index)
func _on_touch_begin(pos: Vector2, finger: int) -> void:
pass # handle tap / press
func _on_touch_end(pos: Vector2, finger: int) -> void:
pass
func _on_touch_drag(pos: Vector2, delta: Vector2, finger: int) -> void:
pass # handle swipe / scroll
C#:
using Godot;
public partial class TouchHandler : Node
{
public override void _Input(InputEvent @event)
{
if (@event is InputEventScreenTouch touch)
{
if (touch.Pressed) OnTouchBegin(touch.Position, touch.Index);
else OnTouchEnd(touch.Position, touch.Index);
}
else if (@event is InputEventScreenDrag drag)
{
OnTouchDrag(drag.Position, drag.Relative, drag.Index);
}
}
private void OnTouchBegin(Vector2 pos, int finger) { }
private void OnTouchEnd(Vector2 pos, int finger) { }
private void OnTouchDrag(Vector2 pos, Vector2 delta, int finger) { }
}
Safe Area Insets
Phones with notches, camera cut-outs, or rounded corners report a safe area rectangle. Place interactive UI elements inside it.
GDScript:
func _ready() -> void:
var safe_area: Rect2i = DisplayServer.get_display_safe_area()
var screen_size: Vector2i = DisplayServer.screen_get_size()
# Calculate insets (pixels from each edge)
var inset_left := safe_area.position.x
var inset_top := safe_area.position.y
var inset_right := screen_size.x - (safe_area.position.x + safe_area.size.x)
var inset_bottom := screen_size.y - (safe_area.position.y + safe_area.size.y)
# Apply to a MarginContainer wrapping all HUD content
$SafeAreaMargin.add_theme_constant_override("margin_left", inset_left)
$SafeAreaMargin.add_theme_constant_override("margin_top", inset_top)
$SafeAreaMargin.add_theme_constant_override("margin_right", inset_right)
$SafeAreaMargin.add_theme_constant_override("margin_bottom", inset_bottom)
C#:
public override void _Ready()
{
Rect2I safeArea = DisplayServer.GetDisplaySafeArea();
Vector2I screen = DisplayServer.ScreenGetSize();
int insetLeft = safeArea.Position.X;
int insetTop = safeArea.Position.Y;
int insetRight = screen.X - (safeArea.Position.X + safeArea.Size.X);
int insetBottom = screen.Y - (safeArea.Position.Y + safeArea.Size.Y);
var margin = GetNode<MarginContainer>("SafeAreaMargin");
margin.AddThemeConstantOverride("margin_left", insetLeft);
margin.AddThemeConstantOverride("margin_top", insetTop);
margin.AddThemeConstantOverride("margin_right", insetRight);
margin.AddThemeConstantOverride("margin_bottom", insetBottom);
}
Orientation Lock
In Project > Project Settings > Display > Window:
Handheld > Orientation→landscape,portrait,reverse_landscape,sensor, etc.
Or at runtime:
GDScript:
# Lock to landscape
DisplayServer.screen_set_orientation(DisplayServer.SCREEN_LANDSCAPE)
# Lock to portrait
DisplayServer.screen_set_orientation(DisplayServer.SCREEN_PORTRAIT)
# Follow device sensor
DisplayServer.screen_set_orientation(DisplayServer.SCREEN_SENSOR)
C#:
DisplayServer.ScreenSetOrientation(DisplayServer.ScreenOrientationEnum.Landscape);
DisplayServer.ScreenSetOrientation(DisplayServer.ScreenOrientationEnum.Portrait);
DisplayServer.ScreenSetOrientation(DisplayServer.ScreenOrientationEnum.Sensor);
Virtual Keyboard
GDScript:
# Show keyboard (call after focusing a LineEdit, or manually)
DisplayServer.virtual_keyboard_show("initial text")
# Hide keyboard
DisplayServer.virtual_keyboard_hide()
# Query keyboard height to shift UI above it
var kb_height: int = DisplayServer.virtual_keyboard_get_height()
C#:
DisplayServer.VirtualKeyboardShow("initial text");
DisplayServer.VirtualKeyboardHide();
int kbHeight = DisplayServer.VirtualKeyboardGetHeight();
Note:
LineEditandTextEditshow/hide the virtual keyboard automatically when they gain and lose focus. Call the API manually only when building custom text input widgets.
7. Adaptive Layouts
Anchor + Container Strategy
Design for your base resolution, anchor every HUD element to the nearest screen edge, and use Container nodes for anything that must reflow.
HUD (CanvasLayer)
└── SafeAreaMargin (MarginContainer — anchor: Full Rect)
├── TopBar (HBoxContainer — anchor: Top Wide)
│ ├── HealthLabel (Label — size_flags_h: EXPAND_FILL)
│ └── ScoreLabel (Label)
└── BottomBar (HBoxContainer — anchor: Bottom Wide)
├── InventoryButton (Button — custom_minimum_size: Vector2(64, 64))
└── MapButton (Button — custom_minimum_size: Vector2(64, 64))
GDScript — setting size flags and minimum sizes in code:
func _ready() -> void:
# Expand to fill available horizontal space
$TopBar/HealthLabel.size_flags_horizontal = Control.SIZE_EXPAND_FILL
# Never collapse below 64x64
$BottomBar/InventoryButton.custom_minimum_size = Vector2(64.0, 64.0)
C#:
public override void _Ready()
{
GetNode<Label>("TopBar/HealthLabel").SizeFlagsHorizontal = Control.SizeFlags.ExpandFill;
GetNode<Button>("BottomBar/InventoryButton").CustomMinimumSize = new Vector2(64f, 64f);
}
Detecting Resolution Changes
GDScript:
func _ready() -> void:
get_viewport().size_changed.connect(_on_viewport_size_changed)
func _on_viewport_size_changed() -> void:
var new_size: Vector2 = get_viewport().get_visible_rect().size
_relayout(new_size)
func _relayout(size: Vector2) -> void:
# Example: switch between side-by-side and stacked layout
if size.x >= 1280.0:
$SplitContainer.vertical = false # wide layout
else:
$SplitContainer.vertical = true # stacked layout
C#:
public override void _Ready()
{
GetViewport().SizeChanged += OnViewportSizeChanged;
}
private void OnViewportSizeChanged()
{
Vector2 size = GetViewport().GetVisibleRect().Size;
Relayout(size);
}
private void Relayout(Vector2 size)
{
var split = GetNode<SplitContainer>("SplitContainer");
split.Vertical = size.X < 1280f;
}
Useful size_flags Values
| Constant | Behaviour in Container |
|---|---|
SIZE_SHRINK_BEGIN | Align to start; take only minimum size |
SIZE_FILL | Expand to fill available space without claiming extra |
SIZE_EXPAND | Claim extra space from the container |
SIZE_EXPAND_FILL | Claim extra space and fill it — most common for stretchy widgets |
SIZE_SHRINK_CENTER | Centre within available space at minimum size |
SIZE_SHRINK_END | Align to end; take only minimum size |
8. Testing Multiple Resolutions
Editor Preview Sizes
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 Flag
Launch 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
Common Test Resolutions
| 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.
9. Checklist
- Base viewport size (
viewport_width/viewport_height) matches the design canvas in the editor - Stretch mode chosen deliberately:
canvas_itemsfor most games,viewportfor pixel art - Aspect ratio mode chosen:
expandunless fixed-layout content requireskeep - Pixel art games use
viewportstretch +Nearesttexture filter + integercontent_scale_factor - All HUD
Controlnodes use anchors anchored to the nearest edge, not fixedpositionvalues -
custom_minimum_sizeset on buttons and interactive elements to prevent collapse below tap target size (minimum 44×44 px recommended for mobile) -
size_flags_horizontal/size_flags_verticalset toSIZE_EXPAND_FILLon elements that should fill space -
get_viewport().size_changedsignal connected where layout must respond to window resize - Safe area insets read from
DisplayServer.get_display_safe_area()and applied to a rootMarginContainer -
content_scale_factorset at startup based onDisplayServer.screen_get_dpi()for high-DPI / Retina displays - Touch input handled via
InputEventScreenTouch/InputEventScreenDrag, not mouse events alone - Orientation locked to the correct mode (
SCREEN_LANDSCAPE/SCREEN_PORTRAIT) orSCREEN_SENSORwhere rotation is intended - Virtual keyboard height queried after show and used to shift UI content upward on mobile
- Tested at minimum: design resolution, one ultra-wide (21:9), and one mobile portrait resolution
-
--resolutionflag used in CI or playtest scripts to automate multi-resolution smoke tests