Daily free asset available! Did you claim yours today?

Responsive UI Design in Godot: Anchors, Size Flags, and Real-World Examples

Posted by Gemma Ellison
./
July 15, 2025

Are you tired of your Godot UI breaking down into a pixelated mess when viewed on different screens? Do your buttons overlap in some resolutions while leaving gaping voids in others? Let’s be honest: crafting a genuinely responsive UI in Godot can feel like herding cats, especially if you’re just starting out. But fear not! This guide provides a practical, hands-on approach to building UIs that adapt flawlessly to any screen size. Forget theoretical fluff – we’re diving deep into anchors, size flags, and real-world examples that you can implement today.

Anchors: Your UI’s Foundation

Anchors are the cornerstone of responsive UI design in Godot. Think of them as instructions telling a UI element where to stick itself relative to its parent container. They dictate how an element’s position changes as the parent’s size alters.

By default, anchors are set to the top-left corner (0, 0). That means if the parent control resizes, the child control stays in the top-left corner, which often leads to undesirable results.

Instead, strategically place anchors. For example, anchoring a button to the bottom-right (1, 1) ensures it remains in that corner regardless of the screen size. This is crucial for elements that need to stay fixed in position.

Pitfall: New developers often make the mistake of setting anchors and then manually adjusting the element’s position using position and margin properties. While this works for a static size, it completely defeats the purpose of anchors. Instead, after setting your anchors, keep position at (0,0) and only use margin to define distance from the anchored corner.

Size Flags: Mastering Auto-Sizing

While anchors control position, size flags dictate how an element sizes itself relative to its parent. They’re the secret sauce for creating UIs that intelligently fill space.

Godot offers several size flags:

  • Fill: The element expands to fill the available space within its parent. This is perfect for things like backgrounds or panels.
  • Expand: The element expands to fill the available space, but also requests more space from its parent. This is useful for elements like scroll containers.
  • Shrink Center: The element shrinks from the center if the available space is less than its minimum size.
  • Shrink End: The element shrinks from the end (right or bottom) if the available space is less than its minimum size.

Example: Imagine a horizontal box container with three buttons. If you set the “Horizontal” size flag of all buttons to “Expand,” they will equally share the available horizontal space.

Challenge: A common mistake is applying the “Expand” flag without setting a minimum size (rect_min_size). Without a minimum size, the element might shrink to an unreadable size.

Building a Responsive UI: A Step-by-Step Guide

Let’s create a simple, responsive UI for a hypothetical game’s main menu:

  1. Create a Root Control: Start with a Control node as the root of your UI. This will be the parent for all other elements. Set its rect_size to your base resolution (e.g., 1920x1080).

  2. Add a Background: Add a TextureRect node as a child of the root Control. Load your background image and set its anchors to (0, 0, 1, 1) – top-left to bottom-right. Set the “Horizontal” and “Vertical” size flags to “Fill.” This ensures the background fills the entire screen, regardless of the resolution.

  3. Create a Vertical Box Container: Add a VBoxContainer node as a child of the root Control. This will hold our menu buttons. Set its anchors to (0.5, 0.5) and its rect_position to (-200, -150). This centers the container on the screen.

  4. Add Menu Buttons: Add Button nodes as children of the VBoxContainer. Give each button a descriptive text (e.g., “Start Game,” “Options,” “Quit”). Set the “Vertical” size flag of each button to “Expand.”

  5. Fine-tuning with Margins: If your buttons are too close, adjust the custom_constants/separation property of the VBoxContainer to add space between them.

Code Example (GDScript - attached to a button):

extends Button

func _ready():
    connect("pressed", self, "_on_button_pressed")

func _on_button_pressed():
    print("Button Pressed!") # Replace with your game logic

Why this works: The background always fills the screen due to the anchors and “Fill” size flags. The VBoxContainer is centered and positions its buttons vertically. The buttons expand to fill the container’s width, adapting to the screen’s aspect ratio.

Advanced Techniques and Considerations

  • AspectRatioContainer: Use this node to maintain a specific aspect ratio for its child, preventing distortion. This is useful for displaying game art or videos.
  • MarginContainer: Add margins around its child node. This is useful for creating padding.
  • ViewportContainer: Renders a separate scene into a texture. This is perfect for creating complex, pre-rendered UI elements.
  • Theme Customization: Explore Godot’s theme system to create visually consistent UIs.

Stop Reacting, Start Adapting!

Building a responsive UI in Godot isn’t about chasing individual resolutions. It’s about creating a flexible structure that adapts gracefully. By mastering anchors and size flags, you’ll unlock a powerful toolkit for building UIs that look great on any screen, saving you countless hours of tedious adjustments. Start experimenting, embrace the adaptive mindset, and watch your UIs transform from rigid blocks into fluid, responsive masterpieces. Your players (and your sanity) will thank you.