Godot Version
4.3
Question
Hello, I’m trying to design/develop different UI menu’s for, currently, a VR application. I started to get comfortable with designing UIs using the control nodes and have them be responsive. Meaning, every element (usually) stretches to fill the available space.
Basically, I set a controlnode as root, with a panelcontainer under it with a custom theme which handles the background color, corner radius and inner element contents to handle what you would normally use a margincontainer node for. From there I use a lot of Vboxcontainers, Hboxcontainers, grids etc.
(Ps. May I suggest changing the terminology in godot for margins? Usually when we talk about margins in godot it seems to really be about padding in pretty much any other application. Margin is extra space on the outside of a container, padding is extra space inside of a container.)
My problem is that I basically design every UI in the same landscape resolution of the whole 2D game space, while in the 3D viewport I will assign them to different proportions, such as a portrait viewport_2d_in_3d scene.
I sort of get around that bu always matching the content resolution proportions to the 3D viewport size proportions, but this is a bit hacky and not a very clean way to design UIs, because I never see the final design of the UI when I create it.
If I design multiple UI elements with the right proportions in a single, then all the blank empty space is still seen as collision by the 3D viewport, which is not what I want.
Anyone who could suggest a workflow to me on how to design UI’s for different proportions within the same project?