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+2 votes

My code:

func _input(event):
    if event is InputEventMouseMotion:
        print("viewport.size.x: %s" % get_viewport().size.x)
        print("viewport.mouse.x: %s" % get_viewport().get_mouse_position().x)

If I play a scene with the mentioned code running, and I move my mouse as far as I can to the right of the game window, this is the console output I get:

viewport.size.x: 2560
viewport.mouse.x: 1919.249878

As you can see, the mouse position doesn't approximate the viewport's apparent size when it's all the way to the right edge of the screen. This is a problem for me, since I want to know how close the mouse is to the right edge of the game screen.

I'm assuming this might have something to do with the font/app scaling in Windows and how Godot calculates viewport mouse position. Also, using get_global_mouse_position().x has the same problem and gives the same outputs when the ingame camera is placed with it's top left corner at the world origin.

Godot version v3.3.4.stable.official
in Engine by (29 points)

I just ran this on a test project and I couldn't duplicate, the mouse position and viewport size married perfectly. OS.get_window_size() got me the same result too.

Try to isolate the issue, make a fresh test project and see if you get the same issue. Sorry I can't be more help, very strange issue.

Try how does it works fullscreen and windowed.
Experiment with getviewport().getvisible_rect()

Hi, I figured out where things goes wrong when I tried recreating the issue.

It seems that setting the Stretch Mode to 2D in Project Settings display/window/stretch/mode causes the problem.

You need to set a different test width and height for your window in project settings than your default window size, or resize the game window manually, then the problem will appear.

I still don't know why the problem exists and how to fix it.

For now I did a workaround by having an invisible Control node positioned at the bottom right of the screen, and reading it's position to get the current screen width.

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