Comments (6)
Note that I have the opposite problem -- it's too small! 😅 Definitely need a resize feature. I'm running on a 5k display on mac.
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There isn't such an option yet, but it should be straightforward to multiply all font sizes according to a project setting.
Note that when using the viewport
stretch mode, readability would suffer unless you used a font that is specifically designed to be readable at low sizes.
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Note that I have the opposite problem -- it's too small! 😅 Definitely need a resize feature. I'm running on a 5k display on mac.
Use the canvas_items
stretch mode in the project settings, as explained in the Multiple resolutions documentation. This will also handle the rest of your UI scaling automatically.
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I'm using canvas_items
stretch mode + 4k viewport which renders into 1080p window. The size is way too small as well.
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I'm using
canvas_items
stretch mode + 4k viewport which renders into 1080p window. The size is way too small as well.
You can increase the Stretch Scale project setting since Godot 4.2, although this will affect all 2D elements (including the ones that are unrelated to the debug menu).
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although this will affect all 2D elements
Yep, I would like to avoid this :-) In fact, at the moment DebugMenu is the only thing in the project that is not scaled up properly.
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Related Issues (20)
- V1.1.1 - Crash on project run for Godot 4.1.0 running on MacOS + ARM HOT 5
- Errors in Godot 4.1-stable-mono HOT 7
- Release automation?
- README about programatically toggle the menu isn't correct HOT 3
- Default visibility in project settings.
- Specify input action in Project Settings HOT 2
- Calling "DebugMenu.style" returns "Invalid get index 'style' (on base: 'CanvasLayer')" HOT 2
- Error when trying to modify `DebugMenu.style` through code HOT 1
- Game frezes when call get_tree().quit() HOT 1
- Game freezes when closing the game immediately after it starts HOT 3
- Can't render the menu in a SubViewport HOT 2
- Module branch HOT 1
- Godot (4.3 beta 1): multi-threaded rendering; debug menu (1.2) reports different fps than godots inbuilt monitor. HOT 2
- can I use DebugMenu **INSIDE** the editor? HOT 2
- FPS doesnt update properly when scenetree is paused, thefore artificialy lowering the displayed fps HOT 1
- README.md shows incorrect enum HOT 1
- DebugMenu ends up getting created behind the scene HOT 4
- Implement memory monitoring. HOT 1
- Setting the default to VISIBLE_DETAILED requires removing visible=false HOT 1
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