I’m working on mobile controls in Godot 4 using TouchScreenButton.
Since TouchScreenButton inherits from Node2D, it doesn’t support anchors or Control layouts. I’m trying to place movement buttons (left/right) near the bottom-left and a jump button slightly inward from the bottom-right, in a way that scales correctly across different screen sizes and orientations.
Right now this requires manual viewport-relative positioning in a script.
Is this the intended / recommended approach in Godot 4, or is there a cleaner editor-based or engine-supported way to lay out TouchScreenButtons responsively without writing custom layout code?
OHH, but I need multitouch, essentially I need more than 1 buttons to be able to be pressed at once, which I dont think is possible with TextureButton.
Touch screen buttons are a little hard to use for my liking, I’ve gotten them to work as children of control nodes with similarly sized custom_minimum_size properties on the parent Control nodes
Here’s a link to my post implementing such a thing, I don’t think it’s a good solution, but I think it’s something the Godot engine needs to improve before users can do better (unless I’m wrong and I’d love to be wrong).
Ill take a look into it, tho your way seems like its held on HOPES AND PRAYERS but I’ve been tryna fix this shit for hours now and at this point I js hope it works ;-;
Yep. It’s one of problem at mobile development on Godot. But, as @gertkeno say, you can use Control node with anchor. Put TouchScreenButton to child of Control node and set up the anchors on it.