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Use when handling multiple resolutions — stretch modes, aspect ratios, DPI scaling, and mobile/desktop adaptation
Passed 23 of 23 test cases with the skill, and 20 of 23 without it.
and 1 more in the full report
3 fixed20 passed either way0 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
This benchmark measured an earlier version of the skill.
A newer attempt on gemini-3.8-flash on 10/20/2026 did not produce a publishable comparison (not comparable). The snapshot above is the previously measured run.
One of 3 test cases the skill fixed. Same model, same prompt, with and without the skill.
When validating a Godot 4 responsive HUD layout during development, what three fundamental aspect ratio / resolution categories should be tested at minimum to detect major layout breakages?
| Checked | Without skill | With skill |
|---|---|---|
| Recommends testing at the base design resolution. | Passed | Passed |
| Recommends testing at an ultrawide aspect ratio. | Passed | Passed |
| Recommends testing at a tall mobile portrait aspect ratio. | Missed | Passed |
The instructions your model reads when the skill loads.
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.
Configure base resolution and stretch behaviour in Project > Project Settings > Display > Window.
Key settings and their .godot/project.godot keys:
| 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 (adjust for pixel art integer scaling) |
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.
These can also be set at runtime:
GDScript:
# Read current viewport size
var viewport_size: Vector2 = get_viewport().get_visible_rect().size
# Change stretch mode at runtime
ProjectSettings.set_setting("display/window/stretch/mode", "canvas_items")
C#:
// Read current viewport size
test cases passed, vs 20 / 23 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.