Godot Version 4.7
I create the interface inside the engine and then try it to work smoothly. Without problems, but when exporting the game to the phone, the problem occurs that is in the image. I want to put all the objects in the middle
What Settings did used for scaling in Project Settings?
Do you using anchors for your UI elements, do you used min and max size or other offsets for UI?
I have no idea what the issue is and how it’s supposed to look.
Also, how did you set up your UI?
Here are my project settings and UI setup details:1. Proj
ect Scaling Settings:Viewport Si
ze: 1280 x 720Stretch Mode: can
vas_itemsStretch Aspect: expand2.
UI Setup & Anchors:Yes, the UI
(TouchControls) is placed
inside a CanvasLayer.I am using standard Control Anchors:Pause b
utton is anchored to Top-Right (1, 0).Joys
tick/D-pad is anchored to Bottom-Right (1, 1).Back bu
tton is anchored to Top-Left (0, 0).I haven’t set custom M
in/Max Size overrides on the UI nodes.3. What is ha
ppening vs. How it’s supposed to look:How it should look: The 1
280 \times 720 2D arena should be centered in the midd
le of the screen, with equal background spacing on both the left and right sides on wider mobile screens (19:9).The issue: The UI anchors properly expand to the full width of the phone’s screen, but
the 2D game world (TileMap/Arena) remains fixed starting at (0,0) on the left, leaving the extra screen width entirely as a gray empty
bar on the right side.
Here are my project settings and UI setup details:**1. Proj
ect Scaling Settings:Viewport Si
ze:** 1280 x 720Stretch Mode: can
vas_itemsStretch Aspect: expand**2.
UI Setup & Anchors:**Yes, the UI
(TouchControls) is placed
inside a CanvasLayer.I am using standard Control Anchors:Pause b
utton is anchored to Top-Right (1, 0).Joys
tick/D-pad is anchored to Bottom-Right (1, 1).Back bu
tton is anchored to Top-Left (0, 0).I haven’t set custom M
in/Max Size overrides on the UI nodes.**3. What is ha
ppening vs. How it’s supposed to look:How it should look:** The 1
280 \times 720 2D arena should be centered in the midd
le of the screen, with equal background spacing on both the left and right sides on wider mobile screens (19:9).The issue: The UI anchors properly expand to the full width of the phone’s screen, but
the 2D game world (TileMap/Arena) remains fixed starting at (0,0) on the left, leaving the extra screen width entirely as a gray empty bar on the right side.
Could you screenshot this ?
I recommend to check this → Multiple resolutions — Godot Engine (stable) documentation in English I suspect it’s case of resolution it’s other then your 16:9 on target device, or is this on the same device?