Comments (6)
I can confirm this issue. I expect the stretch_2d is supposed to be a very easy way to port a game to a device that uses a different resolution, without rearranging scenes and UI. Indeed it works well in most cases, but the touchscreen buttons are indeed working incorrectly. Given the fact there is such a wide number of touchscreen devices, this setting is probably particularly important for android platforms.
From my investigations it appears that while they display correctly, they will not react on touching. Probably the point of the problem is while the engine draws them properly stretched, the touch-detection mechanism is not aware of the stretch_2d value.
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I guess I broke it at some point, though I guess besides fixing this I should work on a tutorial explaining different methods to stretch the screen
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It will be great.
But please, Prioritize a fix for touchscreenbutton.
Because without this is impossible to release a game for android with buttons on screen.
As a lame java developer i don't know where to look for fix this.
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i think it's fixed, please test
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Yeah! It's fixed! Thanks!
I think you can close this issue!
Can you help me on this post?
http://www.godotengine.org/forum/viewtopic.php?f=11&t=70&sid=e01a0d12cc1020eb71e3af510ca71e4a
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close
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