Dynamic Scaling

Make sure that text effect behave in the same way on every screen resolutions.

Explanation

Your players will most likely have different screen sizes (their devices, from mobile to monitors etc.) which means that moving a letter of "50 pixels" might seem too much or too low, while as a designer you'll want an uniform experience/result for everyone, exactly as you intended. This is why we strongly advise to keep "Use Dynamic Scaling" enabled, and edit values based on your current computer font size (so whatever changes later, it'll keep the same uniform ratio).

Use a font scaler with Dynamic Scaling

This is suggested mainly for 3D Scenes.

if you need to adapt to (almost) every screen resolutions, you may want to use our Font Scaler Node in combination with TextAnimator's Dynamic Scaling.

  • 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

This is suggested mainly for 2D Scenes.

You can force a consistent pixel scale by changing the viewport mode:

  • How to enable: Navigate to Project Settings -> Display -> Window and set Stretch 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.

Why not using Viewport Stretch Mode?

Although viewport stretch mode resizes the image after the viewport has been drawn on the screen (even for 3D scenes), it can generate aliasing and sub-pixel artifacts.

Base resolution of 300x200
Base resolution of 300x200