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Implement OS.get_screen_dpi()
on iOS
#36628
Comments
This is already documented here: Line 331 in 213a855
|
OS.get_screen_dpi()
on iOS
Thanks for the clarification, excited for this enhancement! |
Need this for a pixel art game I’m making for iOS, my scaling script to get pixel perfect art has different results on devices that use @3 resolution. My workaround involves using OS.get_model_name and setting the scaling depending on a list of all iOS devices but this isn’t a very elegant solution |
Was implemented for |
@naithar getting correct 264 dpi on 1st gen iPad Pro. Thank you! |
This was implemented in 3.3 and later per the above comment, closing. |
Godot version:
3.2 stable
OS/device including version:
iOS
Issue description:
OS.get_screen_dpi(OS.get_current_screen()) yields wrong value on iOS
using iPad Pro first generation, dpi is returned as 72, when in reality it is 264
Same code works correctly on MacOSX, Windows, and Android devices
Steps to reproduce:
Minimal reproduction project:
The text was updated successfully, but these errors were encountered: