my trails have a random offset , don't know where it came from , but the trails are not starting from the body of the main player but somewhere else from the screen , anyone know how to solve this issue ? trails and player are at 0,0 in the starting
This really isn't it. Both containers and control nodes have their place, and it is useless to write scripts to get the behavior of another thing when it is already built into the engine. Use Control nodes to determine where containers should be, and containers to determine how the layout of child nodes should flow. Don't half-ass it, it will only bite you in the rear later on.
@@deltagamma1442 Think of a situation in which you needed to create UI elements dynamically. For instance, an inventory UI that contains any number of items in which each item would require its UI element. Using a container then would be useful for keeping everything organized during runtime for each item could be added in a vertical or horizontal container with a scroll element. Though, admitly there are other ways of solving that problem without containers, a container would typically be the quickest and simplest answer to that problem.
@@oddlytimbotwillison6296 This is obviously for demonstration purposes. He was trying to show that at any resolution, any aspect ratio, the buttons will try to maintain their general shape. Obviously in a finished game you would choose to maintain the aspect ratio
Thanks for this.
I like this teaching style. Not simply copy me, but here’s the basics of what you need to know to build your own.
Your video is great help. The logic is so well expressed.
Hey bro, this really helped, thanks a lot, I was like, why every godot tutorial I see does not mention the responsive part, now I can finally sleep
Glad it helped!
OMH this is golden Im still struggling with the control nodes and you explained it greatly
I wish I found this earlier, I KNEW I was doing something wrong.
But what if buttons are inside VBox and the text is not scaling? Have thought about this one?
Great tutorial!
Thank you!
my trails have a random offset , don't know where it came from , but the trails are not starting from the body of the main player but somewhere else from the screen , anyone know how to solve this issue ?
trails and player are at 0,0 in the starting
Thank you for the great tutorial. Do you maybe also know if it is possible to have the text of the button scale with the button?
Maybe, but I think it will require a custom implementation in script and some custom fonts!
thanks you saved my game ^^
Glad I could help
Id really love something like this that maintains a consistent aspect ratio, but i cant figure it out
Remember, the UI elements are nodes so you can manipulate them with script.
bro my eyes...
Are you okay?
thank youuuuu
subbed 💖
Good luck!!
This really isn't it. Both containers and control nodes have their place, and it is useless to write scripts to get the behavior of another thing when it is already built into the engine. Use Control nodes to determine where containers should be, and containers to determine how the layout of child nodes should flow. Don't half-ass it, it will only bite you in the rear later on.
lovely tutorial, but that is not the most efficient way of doing it, as much i hate containers, they are a necessary evil to keep stuff organized.
explain if you don't mind. He just demonstrated that it scales perfectly.
@@deltagamma1442 i would recommend you to watch Godotneers's video about the UI. It's 47 min long, but you will not have any problems with UI
@@deltagamma1442 Think of a situation in which you needed to create UI elements dynamically. For instance, an inventory UI that contains any number of items in which each item would require its UI element. Using a container then would be useful for keeping everything organized during runtime for each item could be added in a vertical or horizontal container with a scroll element. Though, admitly there are other ways of solving that problem without containers, a container would typically be the quickest and simplest answer to that problem.
@@deltagamma1442 It does not scale perfectly. The aspect ratio is all over the place.
@@oddlytimbotwillison6296 This is obviously for demonstration purposes. He was trying to show that at any resolution, any aspect ratio, the buttons will try to maintain their general shape. Obviously in a finished game you would choose to maintain the aspect ratio