Fit Plane To Game Camera — effortless framing for 3D image planes in Godot 4.5

When you’re working with image planes or textured quads in Godot 4.5, one of the most common headaches is getting them to fit exactly inside the game camera view.

Maybe you’ve rendered a 2K background, a pre-baked scene layer, or a stylized UI element you want displayed in 3D space — not in a 2D canvas or control node. You size your plane to match the image resolution, align it by hand, adjust scale, tweak position… and it still never quite fills the game viewport the way you expect.

That’s where Fit Plane To Game Camera comes in.

What it does

Fit Plane To Game Camera is a tiny Godot editor plugin that adds a single button to your 3D editor menu:
“Fit to Game Camera.”

When pressed, it automatically:

  • Finds your active Camera3D (the one with Current enabled)
  • Reads your project’s game resolution from Project Settings
  • Rotates, scales, and positions the selected MeshInstance3D plane
  • Ensures it fills the camera’s in-game view exactly edge-to-edge
  • Works with both Perspective and Orthogonal camera projections
  • Leaves the plane unparented (no runtime linking or scripts required)

The result: your 2K (or any resolution) image sits perfectly inside the game frame — no guessing, no hand-alignment, no UI layers.

When to use it

This is ideal when you want to:

  • Display a 2D image or graphic in 3D space — such as a backdrop, matte painting, or projection surface
  • Composite 3D elements over a pre-rendered or painted background
  • Place orthographic UI-style planes without switching to CanvasLayer or Control nodes
  • Align a fullscreen effect plane in front of your camera for fades, transitions, or shaders

Essentially: any time you want a textured plane to exactly fill your camera’s in-game viewport

How to install

  1. Drop the folder res://addons/fit_plane_to_game_camera/ into your project.
  2. Go to Project → Project Settings → Plugins
    and enable Fit Plane To Game Camera.
  3. In your scene, make sure your Camera3D has Current turned on.
  4. Select your MeshInstance3D (usually a QuadMesh plane).
  5. Click Fit to Game Camera in the top 3D menu.

Done. The plane now fills the camera view exactly as it will appear in the running game.

Why this exists

When testing art-driven or cinematic scenes, I often wanted to import a high-resolution image — a 2K sky matte, for example — and see it precisely in 3D without manually guessing the scale or FOV.
Godot’s editor view and game view can differ subtly in projection, so eyeballing it was never reliable.

This plugin solves that permanently: one click, instant framing.


Download

Texture Quad Creator — quick editor tool for Godot 4.5.x

Do you just want to import a image to Godot and automatically create a same size 3d-mesh for it with alpha automatically handled correctly? I did, so I made a tiny Godot editor plugin that turns any image in your FileSystem into a perfectly-sized, alpha-friendly 3D quad. This post explains what it does, how to install and use it, and a few quick troubleshooting tips

What it is

Texture Quad Creator is an EditorPlugin for Godot 4.5.x that:

  • lets you select an image in the FileSystem dock,
  • creates a new MeshInstance3D at the scene origin,
  • generates a QuadMesh sized so the quad matches the image pixel dimensions (scaled by a configurable Pixels Per Unit value),
  • applies the image as a texture and configures the material for correct alpha/blending and no backface culling,
  • selects the new node for immediate editing.

It’s aimed at artists and level designers who want to quickly place UI-like or 2D artwork into a 3D scene without manual mesh setup.

Key features

  • Exact pixel → world unit sizing via Pixels Per Unit (PPU).
  • Proper alpha handling (TRANSPARENCY_ALPHA, alpha-to-coverage AA, culling disabled).
  • Works with common image formats Godot imports (PNG, JPG, WEBP, TGA, BMP, SVG).
  • Adds the node directly to the currently opened scene and selects it immediately.

Install & enable

  1. Download the plugin zip and extract to your project addons/ folder so you have: res://addons/texture_quad_creator/plugin.cfg res://addons/texture_quad_creator/texture_quad_creator.gd
  2. In Godot: Project → Project Settings → Plugins and enable Texture Quad Creator.
  3. The dock appears (by default) in the right sidebar as Texture Quad.

How to use

  1. Open a 3D scene (the plugin adds the created node into the edited scene root).
  2. In the FileSystem dock, select an image (single click or Ctrl+click).
  3. Optionally adjust Pixels Per Unit:
    • 1 PPU → 1 px = 1 world unit (huge in most projects)
    • 100 PPU → 100 px = 1 world unit (good starting point)
  4. Click Create Quad From Selected Image.
  5. The new MeshInstance3D will appear at the scene origin named ImageQuad_<filename> and be selected.

Tips & recommended workflow

  • If your texture is used in 3D, check import settings (mipmaps / compression) and reimport if you need exact pixel rendering or no compression artifacts.
  • Use PPU to tune the quad scale so it fits your world. Try values like 32, 64, 100 depending on project scale.
  • If you want the quad to always face the camera, add a small Billboard script to it or parent it to a YSort/controller node.