Easy way to make a scaling UI menu in Godot 4.2

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  • Опубликовано: 12 сен 2024
  • A quick tutorial that clarifies the difference between control nodes and the more specific container nodes. Containers are great, but you don't always need one!

Комментарии • 25

  • @FlavioZanoni
    @FlavioZanoni 2 месяца назад +9

    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 Месяц назад +4

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

  • @gracechan3039
    @gracechan3039 28 дней назад +1

    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.

  • @yzgrdyn-WiseGuardian-
    @yzgrdyn-WiseGuardian- 17 дней назад +1

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

  • @maxum00
    @maxum00 26 дней назад +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___  17 дней назад

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

  • @mr_null1
    @mr_null1 3 месяца назад +3

    Great tutorial!

  • @traumwelt1975
    @traumwelt1975 3 месяца назад +3

    thanks you saved my game ^^

  • @Vivek-qc8qo
    @Vivek-qc8qo День назад

    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

  • @macguffin9529
    @macguffin9529 15 дней назад

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

    • @RangerX___
      @RangerX___  15 дней назад

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

  • @novisiononme
    @novisiononme Месяц назад +3

    bro my eyes...

  • @ayyasif
    @ayyasif 3 месяца назад +4

    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 2 месяца назад +3

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

    • @ayyasif
      @ayyasif 2 месяца назад

      @@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 2 месяца назад +3

      @@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 Месяц назад +1

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

    • @brycea5452
      @brycea5452 Месяц назад +1

      @@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