extends Camera3D @export var pixel_art_resolution := Vector2(320, 180) # Change to your low-res viewport size func _process(_delta: float) -> void: if projection != Camera3D.PROJECTION_ORTHOGONAL: push_warning("Camera snapping script requires Orthogonal projection!") return # 1. Reset offsets to 0 first so they don't compound from the last frame h_offset = 0.0 v_offset = 0.0 # 2. Get the exact 2D screen position of the camera's 3D origin var exact_screen_pos := unproject_position(global_position) # 3. Find the nearest perfect integer pixel coordinate var snapped_screen_pos := exact_screen_pos.round() # 4. Calculate the sub-pixel difference (the floating-point remainder) var subpixel_diff := exact_screen_pos - snapped_screen_pos # 5. Convert 1 pixel into 3D world units based on your orthogonal size var units_per_pixel: float = size / pixel_art_resolution.y # 6. Counteract the movement by shifting the camera's rendering frustum # (Y is inverted because Godot's 2D screen Y goes down, but 3D world Y goes up) h_offset = subpixel_diff.x * units_per_pixel v_offset = -subpixel_diff.y * units_per_pixel