Why is the godot engine on android using the densityDPI attribute of android screens which only returns estimated values.
When It should be using and average of the xDPI and yDPI so the dpi would be the real DPI as seen here
simply by changing this line from
‘’‘return activity.getResources().getDisplayMetrics().densityDpi;’‘’
to
‘’’
float xDPI = activity.getResources().getDisplayMetrics().xdpi;
float yDPI = activity.getResources().getDisplayMetrics().ydpi;
return Math.round( (xDPI+yDPI)/2 );
‘’’
If i made the change in source and pushed it would anybody be upset?