Godot Version
4.6.2
Question
I’m having problems when scaling on fullscreen mode.
In window mode when I choose the resolutions there is no problem, it scales properly and perfectly.
But in fullscreen it is scaled to the corner.
The stretch Mode is set to viewport and the Aspect to keep.
func _on_option_button_item_selected(index: int) -> void:
var key = resolution_option_button.get_item_text(index)
if DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_WINDOWED:
get_window().set_size(resolutions[key])
center_window()
else:
get_window().size = Vector2i(resolutions[key])
print(get_window().size)
func center_window() -> void:
var screen_center = DisplayServer.screen_get_position() + DisplayServer.screen_get_size() / 2
var window_size = get_window().get_size_with_decorations()
get_window().set_position(screen_center - window_size /2)
func _on_fullscreen_toggled(toggled: bool) -> void:
if !toggled:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
else:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
By the way, the game has a pixeler shader. I’ve tried using “get_window().content_scale_size = resolutions[key]” but it breaks the shader, the pixeler effect stops working and the UI breaks (I have anchor to full rect)



