Godot Version
4.7
Question
how do i get the pause menu to fill the screen instead of the small blue view port rectangle in the scene
If you have a 2D camera you can put the pause menu as child of the camera ( probably some reposition could happen)
Lets do case that you are probably using instantiate “get_tree()” instead use your node for example “Camera2D” =
var instance = scene.instantiate()
$Camera2D.add_child(instance)
Give the menu* a CanvasLayer parent:
This will reset the transform.
(Sorry had to edit my mistake)
Sorry that i didnt resolved. I didnt saw you didnt use a canvaslayer but im happy for you that you resolved it! Keep up the work. ![]()
np
Also this maybe outside the scope of this question i’ve been looking for guides on how to handle multiple user interfaces, mainly something like a manager for them that will handle inputs and functions. But majority of the time i just get lost or only understand like one system shown. Is there any good videos/resources on the base structure of this system?
Sorry can you explain a lil more? (Im just a little dumb)
Godot is flexible by design, so there is never the right canonical way. There are bad and good practices of course, but I don’t know most of them myself.
We do have some real seniors on this forum who can point you to:
Maybe @dragonforge-dev is willing to give you a good pointer?
So you mean like if theres two ui intersecqting you want the main one to be like scrollable or whatever?? So like if click pause and after a button it will show me another ui . And in that you want onlg there to be accessible??
something to manage the many ui menus like making them visible and intractable when an input is pressed or something is clicked on the screen.
Because having multiple auto loaded scrips for UI elements just feels wrong to me, even tho it might not be.
Here you could be using the same script and make it has easy has possible for no lag. I cant tell as like i dont have the subjects here but something as simple like “show” you can do %CanvasLayer.show() into your main script. But i would make it global if you want to use the same ui same script in all scenes.
I created a User Interface Plugin to do this. It’s just a base class that can be used for all your screens. It then has a simple Autoload to manage which one is open at a given time.