Easy way to make a scaling UI menu in Godot 4.2

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  • Опубліковано 5 січ 2025

КОМЕНТАРІ • 30

  • @gracechan3039
    @gracechan3039 4 місяці тому +4

    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.

  • @katricesuhar1888
    @katricesuhar1888 2 дні тому +1

    Your video is great help. The logic is so well expressed.

  • @FlavioZanoni
    @FlavioZanoni 6 місяців тому +12

    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

  • @soirema
    @soirema 5 місяців тому +4

    OMH this is golden Im still struggling with the control nodes and you explained it greatly

  • @yzgrdyn-WiseGuardian-
    @yzgrdyn-WiseGuardian- 4 місяці тому +1

    I wish I found this earlier, I KNEW I was doing something wrong.

  • @strizhak022
    @strizhak022 Місяць тому

    But what if buttons are inside VBox and the text is not scaling? Have thought about this one?

  • @mr_null1
    @mr_null1 7 місяців тому +3

    Great tutorial!

  • @Vivek-qc8qo
    @Vivek-qc8qo 3 місяці тому

    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

  • @maxum00
    @maxum00 4 місяці тому +1

    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?

    • @RangerX___
      @RangerX___  4 місяці тому

      Maybe, but I think it will require a custom implementation in script and some custom fonts!

  • @traumwelt1975
    @traumwelt1975 7 місяців тому +3

    thanks you saved my game ^^

  • @macguffin9529
    @macguffin9529 4 місяці тому

    Id really love something like this that maintains a consistent aspect ratio, but i cant figure it out

    • @RangerX___
      @RangerX___  4 місяці тому

      Remember, the UI elements are nodes so you can manipulate them with script.

  • @novisiononme
    @novisiononme 5 місяців тому +3

    bro my eyes...

  • @biki_02
    @biki_02 3 місяці тому

    thank youuuuu
    subbed 💖

  • @hoodedice
    @hoodedice 3 місяці тому +1

    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.

  • @ayyasif
    @ayyasif 7 місяців тому +7

    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.

    • @deltagamma1442
      @deltagamma1442 6 місяців тому +5

      explain if you don't mind. He just demonstrated that it scales perfectly.

    • @ayyasif
      @ayyasif 6 місяців тому

      @@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

    • @ericchrisman6255
      @ericchrisman6255 6 місяців тому +4

      @@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
      @oddlytimbotwillison6296 5 місяців тому +3

      @@deltagamma1442 It does not scale perfectly. The aspect ratio is all over the place.

    • @brycea5452
      @brycea5452 5 місяців тому +2

      @@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