diff --git a/tutorials/rendering/multiple_resolutions.rst b/tutorials/rendering/multiple_resolutions.rst index caff9a9ac..7f2279070 100644 --- a/tutorials/rendering/multiple_resolutions.rst +++ b/tutorials/rendering/multiple_resolutions.rst @@ -72,6 +72,14 @@ that are different from this base size. Godot offers many ways to control how the viewport will be resized and stretched to different screen sizes. +.. note:: + + On this page, *window* refers to the screen area alloted to your game + by the system, while *viewport* refers to the root object (accessible + from ``get_tree().root``) which the game controls to fill this screen area. + This viewport is a :ref:`Window ` instance. Recall from the + :ref:`introduction ` that *all* Window objects are viewports. + To configure the stretch base size at runtime from a script, use the ``get_tree().root.content_scale_size`` property (see :ref:`Window.content_scale_size `).