Dynamic Scaling
Make sure that text effect behave in the same way on every screen resolutions.
In Godot (up to version 4.1.1 included), TextAnimator does not, by default, produce uniform effect results across different screen resolutions (see Documentation). To address this, you have two option:
Use a font scaler with Dynamic Scaling

2D Scenes are not automatically scaled to fit the scree like the 3D camera viewport. The solution is Using Canvas Item Stretch Mode.
Reference Font Size
: represents the size where objects behave as expected. As a reference, you can pick the font size in your Godot editor while you’re testing things.

Using Canvas Item Stretch Mode
3D Scenes are uneffectd by Canvas Item Strech Mode (see Documentation). Use a font scaler with Dynamic Scaling.
You can force a consistent pixel scale by changing the viewport mode:
How to enable: Navigate to
Project Settings -> Display -> Window
and setStretch mode = Canvas Item
.Effect: This maintains your project's base resolution (e.g.
300x200
) and stretches it to fit the screen. This method may create black bars on the sides of the screen if the monitor's aspect ratio is different from your base resolution.

