; Engine configuration file. ; It's best edited using the editor UI and not directly, ; since the parameters that go here are not all obvious. ; ; Format: ; [section] ; section goes between [] ; param=value ; assign values to parameters config_version=5 [application] config/name="3D SubViewport Scaling" config/description="This demo shows how to scale the 3D viewport rendering without affecting 2D elements such as the HUD. It also demonstrates how to toggle filtering on a viewport. This technique can be useful in 2D games as well. For instance, it can be used to have a \"pixel art\" viewport for the main game area and a non-pixel-art viewport for HUD elements." config/tags=PackedStringArray("3d", "demo", "official", "rendering") run/main_scene="res://hud.tscn" config/features=PackedStringArray("4.3") config/icon="res://icon.webp" [display] window/stretch/mode="canvas_items" window/stretch/aspect="expand" [input] cycle_viewport_resolution={ "deadzone": 0.5, "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":32,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) ] } toggle_filtering={ "deadzone": 0.5, "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194309,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) ] } [rendering] textures/default_filters/anisotropic_filtering_level=4