Hi everyone, I’m mixing 2D sprites/UI with a 3D scene in Godot [4.x]. I switched the project to a 3D renderer because I need both 2D + 3D, but my pixel/scanline style looks inconsistent (scanlines scale weirdly and pixel ratio doesn’t match the viewport).
Setup
-
Godot: [4.x.x]
-
Rendering method: [Forward+ / Mobile / Compatibility]
-
Window size: [e.g., 1280x720], stretch: [mode/aspect]
-
2D is drawn via: [CanvasLayer / Node2D / SubViewportTexture]
-
3D camera: [FOV / resolution]
Problem
-
Expected: scanlines/pixel grid stays stable regardless of resolution
-
Actual: scanlines/pixels shift or scale differently when resizing / changing resolution
What I tried
-
Changing Project Settings → Display → Window → Stretch
-
Changing viewport scaling mode
-
Using a SubViewport for the 2D layer
What’s the recommended approach to keep a consistent pixel/scanline look when mixing 2D + 3D in Godot 4? Any best-practice setup is appreciated.