Quick answer: Set a base window size, choose the canvas_items or viewport stretch mode, and pick an aspect (keep, expand) that matches whether you want letterboxing or more visible area.
A game that looks right only at one window size needs its stretch settings configured. Godot gives you a few modes that produce very different results. Here is how to choose and set them.
How to fix it
1. Set the base resolution
In Project Settings, Display, Window, set the viewport width and height to your design resolution. This is the reference the stretch system scales from.
2. Pick a stretch mode
canvas_items scales the UI and 2D crisply to the window; viewport renders at the base size and scales the whole image (good for pixel art). disabled does no scaling. Choose for your art style.
3. Choose an aspect handling
keep maintains aspect with letterboxing; expand shows more of the world on wider screens; keep_width or keep_height fix one axis. Set the one that matches how your game should fill non-matching screens.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.