Godot Version
4.6
Question
Hey all, I’m running into this weird problem and I wanna make sure I’m not doing anything wrong before claiming it’s a bug. I have toyed around with texture compression settings but didn’t get anywhere.
I wanna make a prototype of a badminton game, and I’ve draw a court to official scale (where 1 pixel is 1cm). An official court is 6.1m x 13.4m, so that gives me an image of 610x1340. In this image I have carefully measured the dimensions of everything. White lines are 4 pixels wide, and the different areas have the dimensions written in the image. For example the top left green area, “back court side”, is 42x72, then directly on the right of it there’s a 4 px wide white line, then a 253x72 px wide backcourt area. The white vertical line at the right edge of the picture is, like all others, 4 px wide. Everything was done and measured in Aseprite.
Here’s the image, you can check that its dimensions are indeed 610x1340.
Now, problems start right from the editor, hovering over in the FileSystem inspector, where it incorrectly states that the pic is 612 wide, not 610.
Using the measuring tool in the editor, this top left area is indeed 50 px wide (4 + 42 + 4):
The next area, even though it is really 253 px wide in Aseprite, is measured in Godot at 252 px. In Godot, still, the last white vertical line is shown and measured at 6 px wide instead of 4! You can try this for yourself and check the original PNG above.
Also - and this might be related - if I just add the image as a Sprite2D with the origin in the center of it, it’s weirdly offset by 1 px to the right. But maybe this last thing has to do with the width of the image being an even number? Not sure if there’s a way to handle that.
Help appreciated!






