需求雷达DemandRadar DemandRadar · 海外社区需求库Real demand from overseas communities
社区运营与游戏Communities & Games Godot Forum · 2026-10-12

2D 编辑器只有像素坐标,想做「单位制」布局很别扭2D editor is pixel-only; no normalised coordinate system

2D editor is pixel-only; no normalised coordinate system2D 编辑器只有像素坐标,想做「单位制」布局很别扭

AI 摘要 · 30 秒读完At a glance · 30-second read
  • 谁在提WhoGodot Forum 用户,2026-10-12 发帖,25 条回复 users, posted 2026-10-12, 25 replies
  • 想要什么The ask2D 编辑器只有像素坐标,想做「单位制」布局很别扭2D editor is pixel-only; no normalised coordinate system
  • 能做成什么The opening多分辨率适配插件/工具链(单位系统 + 安全区 + 九宫格),做成付费插件很稳。A resolution-independence toolkit: unit system, safe areas, 9-slice helpers.

原帖原话What was actually said

“Is it possible to change the measurements in the editor to use a normalized coordinate system?”

“2D 编辑器里世界尺度默认按像素算。能不能改成归一化坐标(1 不代表 1 像素,而是 1 个单位)?”

— Godot Forum · 2026-10-12 · forum.godotengine.org/t/is-there-a-way-to-get-normal…

需求背景与痛点Background and pain

这条需求属于「社区运营与游戏」方向:论坛站长、游戏开发者的运营与工程难题,适合做小而美的 SaaS。 原帖由 Godot Forum 的用户在 2026-10-12 提出,25 条回复。下面保留原帖原话,你可以直接点开核对上下文。

Filed under Communities & Games: Ops and engineering problems from forum owners and game developers. Posted on Godot Forum on 2026-10-12 with 25 replies. The original quote stays untouched so you can check the context yourself.

痛在哪The pain

多分辨率适配是 2D 游戏的老大难,引擎层没有单位抽象,只能靠代码换算。

Multi-resolution support is a classic 2D pain; without unit abstraction it's all conversion code.

可以做成什么A buildable angle

产品切口Product angle

多分辨率适配插件/工具链(单位系统 + 安全区 + 九宫格),做成付费插件很稳。

A resolution-independence toolkit: unit system, safe areas, 9-slice helpers.

怎么验证它How to validate it

  1. 读完原帖的评论区,把重复出现的具体场景记下来——重复次数就是需求的密度。Read the whole thread and note the recurring scenarios — repetition is the density of the need.
  2. 搜索 编辑器体验 / 2D 相关的现有工具,确认它们只覆盖了哪一环。Search existing tools around editor UX / 2D and check which single step they actually cover.
  3. 用一句话落地页,投回 Godot Forum 或同类社群,看有没有人主动问价格。Put up a one-line landing page, share it back to Godot Forum, and see whether anyone asks about pricing.

已有方案与差异Existing options

Godot 原生、Asset 商店插件

Godot 原生, Asset 商店插件

需求强度Demand strength

3/ 5

综合原帖表述强度、社区互动量与同类需求重复频次给出的主观评级,仅供参考。A subjective score from wording strength, engagement and how often the same need repeats.

常见问题FAQ

「2D 编辑器只有像素坐标,想做「单位制」布局很别扭」这条需求来自哪里?Where does this request come from?
这条需求来自 Godot Forum 的公开讨论,原帖发布于 2026-10-12,目前有 25 条回复,属于「社区运营与游戏」方向。你可以通过原帖地址核对完整上下文:https://forum.godotengine.org/t/is-there-a-way-to-get-normalized-coordinates-in-the-2d-editor/145318From a public thread on Godot Forum, posted on 2026-10-12 with 25 replies so far, filed under Communities & Games. Read the full context here: https://forum.godotengine.org/t/is-there-a-way-to-get-normalized-coordinates-in-the-2d-editor/145318
海外用户具体在抱怨什么?What exactly are users complaining about?
2D 编辑器里世界尺度默认按像素算。能不能改成归一化坐标(1 不代表 1 像素,而是 1 个单位)?多分辨率适配是 2D 游戏的老大难,引擎层没有单位抽象,只能靠代码换算。Is it possible to change the measurements in the editor to use a normalized coordinate system? Multi-resolution support is a classic 2D pain; without unit abstraction it's all conversion code.
这个需求可以做成什么产品?What could this become as a product?
多分辨率适配插件/工具链(单位系统 + 安全区 + 九宫格),做成付费插件很稳。A resolution-independence toolkit: unit system, safe areas, 9-slice helpers.
现在有哪些替代方案?What alternatives exist today?
已知的相关方案有:Godot 原生、Asset 商店插件。这些方案通常只覆盖其中一环,完整流程仍需人工衔接,因此仍留有切口。Godot 原生, Asset 商店插件. These options usually cover only one step of the workflow, leaving the rest manual.
这个需求有多强?值得做吗?How strong is this demand?
需求强度评为 3/5。评分依据是原帖表述的确定性、社区互动量(25 条回复)以及同类需求在多个海外社区重复出现的频次。评分属于编辑主观判断,需你结合自身资源复核。Rated 3/5. The score reflects how firmly the need is stated, the engagement around it (25 replies) and how often the same need repeats across communities. It is an editorial read, not business advice.

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