About responsive-ui
A responsive UI skill for Godot 4.3+ developers. It explains resolution and stretch settings, adaptive layouts, mobile considerations, and ways to test across screen sizes.
Key features
- 01Configure viewport and stretch modes
- 02Choose aspect-ratio behavior
- 03Set up pixel art and DPI scaling
- 04Handle mobile safe areas and input
- 05Test across multiple resolutions
Use cases
- 01Adapt HUDs to different aspect ratios
- 02Choose integer scaling for pixel art
- 03Account for notches and virtual keyboards
- 04Run multi-resolution smoke tests
Install
Copy the command and run it in a terminal.
npx skills add https:/ / github.com/ jame581/ godotprompter --skill responsive-uiAfter installing, type/responsive-uiin Claude Code to confirm it loaded.
Bundled files
References and scripts installed along with SKILL.md.
references/adaptive-layouts.mddpi-scaling.mdmobile.mdpixel-art-setup.mdDetails
From the project READMEResponsive UI in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
Related skills: godot-ui for Control node layout and themes, export-pipeline for platform-specific export settings, godot-project-setup for initial project resolution settings, input-handling for touch vs desktop input adaptation, localization for layout adjustments per locale, mobile-development for safe-area and notch handling.
1. Project Settings for Resolution
Configure base resolution and stretch behaviour in Project > Project Settings > Display > Window.
Key settings and their keys in the [display] section of project.godot:
| Setting | project.godot key | Recommended value |
|---|---|---|
| Viewport width | window/size/viewport_width | 1920 (or your base design width) |
| Viewport height | window/size/viewport_height | 1080 (or your base design height) |
| Stretch mode | window/stretch/mode | canvas_items (most games) |
| Stretch aspect | window/stretch/aspect | expand (fill screen) or keep (letterbox) |
| Scale factor | window/stretch/scale | 1 |
| Scale mode | window/stretch/scale_mode | fractional; integer for pixel art |
Godot 4.7+: Projects newly created in Godot 4.7 already default
display/window/stretch/modetocanvas_itemsanddisplay/window/stretch/aspecttoexpand(previouslydisabled/keep) — the recommendations above are now the out-of-the-box values. Projects created on older versions are unchanged (the property default is stilldisabled), so set both explicitly when upgrading. See the 4.7 migration guide.
The engine reads these settings once at startup; changing them with ProjectSettings.set_setting() later has no effect. At runtime, set the matching Window properties instead:
GDScript:
# Read current viewport size
var viewport_size: Vector2 = get_viewport().get_visible_rect().size
# Change stretch mode at runtime (takes effect immediately)
get_window().content_scale_mode = Window.CONTENT_SCALE_MODE_CANVAS_ITEMS
C#:
// Read current viewport size
Vector2 viewportSize = GetViewport().GetVisibleRect().Size;
// Change stretch mode at runtime (takes effect immediately)
GetWindow().ContentScaleMode = Window.ContentScaleModeEnum.CanvasItems;
2. Stretch Mode Comparison
| Mode | project.godot value | Rendering | Best For |
|---|---|---|---|
canvas_items | "canvas_items" | Rendered at the window's resolution; 2D nodes and UI are scaled from the design resolution, so text stays sharp | Most 2D and UI-heavy games |
viewport | "viewport" | Entire viewport is rendered at design resolution and stretched; no sub-pixel blending | Pixel art games needing pixel-perfect output |
disabled | "disabled" | No automatic scaling; the viewport is the window size, so a bigger window shows more at the same pixel size (anchors and containers still lay out) | Complex custom scaling, 3D games with a Control HUD |
When to choose each:
canvas_items— Default recommendation. Smooth scaling at any resolution. UI built withControlnodes and anchors responds naturally. Text and icons stay crisp at high DPI when combined withcontent_scale_factor.viewport— Locks rendering to the design resolution. Combined with integer scaling and nearest-neighbour filtering it gives a classic pixel-perfect look. Avoid for high-DPI displays unless you intentionally want chunky pixels.disabled— Use when you need full manual control, e.g. a 3D game where the UI must adapt to safe areas or unusual aspect ratios without Godot scaling it.
3. Aspect Ratio Handling
Set via Project > Project Settings > Display > Window > Stretch > Aspect or the window/stretch/aspect key.
| Mode | Visual Result | When to Use |
|---|---|---|
keep | Letterbox (black bars top/bottom) or pillarbox (bars left/right) — design rect is preserved exactly | Games with a fixed layout that must not be cropped (e.g. score-based arcade, puzzle) |
expand | Screen is fully filled; the visible game area grows on wider or taller displays | Action games, platformers — more visible play area is a bonus, not a problem |
keep_width | Width is fixed; height expands on taller screens (mobile portrait) | Portrait mobile games where horizontal alignment is strict |
keep_height | Height is fixed; width expands on wider screens (landscape) | Landscape games where vertical alignment is strict (e.g. side-scroller HUD) |
expand with adaptive UI is the most versatile choice for games targeting both desktop and mobile. Anchor your HUD elements to screen edges so they follow the expanded visible area.
4. Pixel Art Setup
For crisp pixel-art games: Project Settings → Display → Window → Stretch → Mode = viewport, base resolution at native pixel size (e.g., 320×180), Window Width/Height Override (e.g. 1280×720) for a larger window when testing. Use integer scaling (Stretch → Scale Mode = integer) to avoid uneven pixels.
See references/pixel-art-setup.md for full project settings, integer-scaling script, nearest-neighbour filter overrides.
5. DPI Scaling
For retina / high-DPI displays: set content_scale_factor to scale the entire UI proportionally. Query DisplayServer.screen_get_dpi() at runtime for adaptive scaling per device.
See references/dpi-scaling.md for the
content_scale_factorrecipe and DPI-querying patterns.
6. Mobile Considerations
Four mobile-specific concerns: touch input (tap, swipe, multi-touch), safe-area insets (notch / dynamic island avoidance), orientation lock (portrait/landscape pinning), virtual keyboard (handle show/hide to avoid covering UI).
See references/mobile.md for full GDScript on each concern, plus iOS / Android nuances.
7. Adaptive Layouts
Anchor presets + Container nodes do most of the work. Use size_flags_horizontal/vertical (FILL, EXPAND, SHRINK_CENTER, SHRINK_END) to control how children consume container space. Detect runtime resolution changes via get_viewport().size_changed.
See references/adaptive-layouts.md for the anchor + container strategy, resolution-change detection, and the full
size_flagsreference.
8. Testing Multiple Resolutions
Editor Preview Sizes
In the editor viewport, use Editor > Editor Settings > Run > Window Placement to start the game at specific sizes, or use the viewport size selector in the 2D editor toolbar.
Set a test window size under Project > Project Settings > Display > Window > Size > Window Width/Height Override — the game window opens at that size while the base viewport size stays the same.
--resolution CLI Flag
Launch from the command line with an override resolution:
# Windows
godot.exe --path "C:/projects/mygame" --resolution 1280x720
# Linux / macOS
godot --path /projects/mygame --resolution 1280x720
# Run an exported binary at a specific size
./mygame.x86_64 --resolution 375x812
Common Test Resolutions
| Resolution | Aspect | Common Use |
|---|---|---|
1920×1080 | 16:9 | Standard 1080p desktop / TV |
2560×1440 | 16:9 | 1440p high-DPI desktop |
1280×720 | 16:9 | Low-end desktop / minimum target |
640×360 | 16:9 | Pixel art base resolution (2× of 320×180) |
2732×2048 | 4:3 | iPad Pro — tests non-16:9 aspect ratios |
390×844 | ~19.5:9 | iPhone 14 portrait |
844×390 | ~19.5:9 | iPhone 14 landscape |
1080×2400 | 20:9 | Android tall portrait |
360×800 | ~20:9 | Android low-end portrait |
Strategy: Always test at your base design resolution, one resolution wider than 16:9 (e.g. 21:9 ultrawide), and one taller (e.g. mobile portrait). These three cases catch the most layout bugs.
9. Checklist
- Base viewport size (
viewport_width/viewport_height) matches the design canvas in the editor - Stretch mode chosen deliberately:
canvas_itemsfor most games,viewportfor pixel art - Aspect ratio mode chosen:
expandunless fixed-layout content requireskeep - Pixel art games use
viewportstretch +Nearesttexture filter +integerstretch scale mode - All HUD
Controlnodes use anchors anchored to the nearest edge, not fixedpositionvalues -
custom_minimum_sizeset on buttons and interactive elements to prevent collapse below tap target size (minimum 44×44 px recommended for mobile) -
size_flags_horizontal/size_flags_verticalset toSIZE_EXPAND_FILLon elements that should fill space -
get_viewport().size_changedsignal connected where layout must respond to window resize - Safe area insets read from
DisplayServer.get_display_safe_area()and applied to a rootMarginContainer -
content_scale_factorset at startup based onDisplayServer.screen_get_dpi()for high-DPI / Retina displays - Touch input handled via
InputEventScreenTouch/InputEventScreenDrag, not mouse events alone - Orientation locked to the correct mode (
SCREEN_LANDSCAPE/SCREEN_PORTRAIT) orSCREEN_SENSORwhere rotation is intended - Virtual keyboard height queried after show and used to shift UI content upward on mobile
- Tested at minimum: design resolution, one ultra-wide (21:9), and one mobile portrait resolution
-
--resolutionflag used in CI or playtest scripts to automate multi-resolution smoke tests