klen_dhatu
(klen_dhatu)
January 12, 2026, 7:28pm
1
In screen space it is easy to maintain the pixel size of an element if we change the resolution.
I’m trying to do the same for an object/mesh in world space by adjusting its scale.
But dividing by the values from ‘Get viewport size‘ doesn’t do anything, although it returns the correct value.
‘Get screen resolution‘ is also not helpful as it is not the resolution the game is currently running at.
So, how to maintain the pixel size of an object in world space?
Frenetic
(Frenetic)
January 12, 2026, 7:33pm
2
I don’t follow; send a mind-bug..
Trying to picture this but I cannot visualize. You want the on-screen coverage of a thing to always be the same size independent of the screen-res? eg: this thing always takes up x% of the screen, period?
klen_dhatu
(klen_dhatu)
January 12, 2026, 7:39pm
3
Same size in pixels not percentage-wise.
E.g. an object with size x meters, y meters away from the camera has always a size of z pixels on the screen no matter the game resolution.
Frenetic
(Frenetic)
January 12, 2026, 7:40pm
4
oooooooooooooooooooooh hmmm, let me think, i don’t have an answer, but if can i will be back
1 Like
ViceVersa
(ViceVersa)
January 12, 2026, 9:35pm
5
how are you setting the scale? it sounds like thats the problem. i bleieve its called “Set Relative Scale 3D” and you need the mesh component to be the target
klen_dhatu
(klen_dhatu)
January 12, 2026, 10:54pm
6
That’s exactly the way I’m doing it, triggered from a tick event.
The ‘get viewport size‘ node is marked as ‘cosmetic‘ and ‘client only’.