Problem or limitation
I am currently developing a horror project in Godot 4.6.1 on Android. While the engine's portability is impressive, the editor UI and touch interaction models currently hinder productive mobile-first development. Below are the specific issues regarding UI scaling and viewport precision.
Proposed improvement
- UI Scaling and Layout Constraints
The Problem: At default scale, UI elements are too small for reliable finger touch targets. Increasing the "Editor Scale" to 200% solves the touch target issue but causes UI elements (like the Output console and bottom panels) to crop off-screen, making them inaccessible.
Screen Utilization: Even at high scaling, the UI does not seem to utilize the full horizontal width of the mobile display, resulting in wasted "dead zones" while critical panels remain cramped or hidden.
Request: Implementation of an adaptive UI layout or a "Mobile-Optimized Mode" that prevents panel cropping at higher scale factors.
- Viewport Touch Precision & Selection Issues
The Problem: It is currently very difficult to select and transform objects in the 3D/2D workspace using touch. When attempting to scale or move a specific object, the editor frequently misinterprets the gesture, selecting background objects or moving adjacent nodes instead.
The Impact: This makes environmental layout and map building extremely tedious, as objects are often moved or deselected accidentally.
Request: Improved "Touch Gizmo" sensitivity and better hit-box prioritization for the currently selected object to prevent accidental selection of background elements.
I love using Godot and am currently working on a complex map for my project, but these scaling and touch issues are the primary blockers for completing it entirely within the mobile editor.
Steps to Reproduce:
Open Godot 4.6.1 on an Android device.
Set Editor Scale to 200% in Interface Settings.
Observe that the Output/Debugger panels are cropped.
Attempt to move or scale a small object in a scene with multiple overlapping nodes to observe the selection inaccuracy.
Proposal review
Problem or limitation
I am currently developing a horror project in Godot 4.6.1 on Android. While the engine's portability is impressive, the editor UI and touch interaction models currently hinder productive mobile-first development. Below are the specific issues regarding UI scaling and viewport precision.
Proposed improvement
The Problem: At default scale, UI elements are too small for reliable finger touch targets. Increasing the "Editor Scale" to 200% solves the touch target issue but causes UI elements (like the Output console and bottom panels) to crop off-screen, making them inaccessible.
Screen Utilization: Even at high scaling, the UI does not seem to utilize the full horizontal width of the mobile display, resulting in wasted "dead zones" while critical panels remain cramped or hidden.
Request: Implementation of an adaptive UI layout or a "Mobile-Optimized Mode" that prevents panel cropping at higher scale factors.
The Problem: It is currently very difficult to select and transform objects in the 3D/2D workspace using touch. When attempting to scale or move a specific object, the editor frequently misinterprets the gesture, selecting background objects or moving adjacent nodes instead.
The Impact: This makes environmental layout and map building extremely tedious, as objects are often moved or deselected accidentally.
Request: Improved "Touch Gizmo" sensitivity and better hit-box prioritization for the currently selected object to prevent accidental selection of background elements.
I love using Godot and am currently working on a complex map for my project, but these scaling and touch issues are the primary blockers for completing it entirely within the mobile editor.
Steps to Reproduce:
Open Godot 4.6.1 on an Android device.
Set Editor Scale to 200% in Interface Settings.
Observe that the Output/Debugger panels are cropped.
Attempt to move or scale a small object in a scene with multiple overlapping nodes to observe the selection inaccuracy.
Proposal review