Godot version: 3.2
OS/device including version: Windows 10
Issue description: I have a CenterContainer and a TextureRect as a child to it. When I put both 'Fill' and 'Expand' to the CenterContainer, and mark the child to 'Expand' with 'Keep Aspect', the child ends up becoming a point on the screen. The reason I want this is because the image is actually too big for the screen. The way I fixed this (dirtily) was to replace the CenterContainer with a MarginContainer and set the TextureRect to 'Keep Aspect Centered'. I have attached images below as well as the project, with 2 scenes, one with the bug, called 'MainMenu-Bugged' and the other with the dirty fix. For more context, I was following this, but with a different aspect ratio: https://docs.godotengine.org/en/3.2/getting_started/step_by_step/ui_main_menu.html.
Disclaimer: I am still a beginner at Godot, hence it might be the case that I'm misunderstanding something.
The way I want it:
What happens when I used center container instead:
The project:
ui_main_menu_design.zip
You need to set a rect_min_size in the TextureRect if not it won't know how much space it should take
This is the expected behavior.
You can either untick the "extend" checkbox in the inspector, which will compute a minimum size out of the texture, making it 1:1 texture, or you can keep it this way and set a custom minimum size.
Most helpful comment
You need to set a
rect_min_sizein the TextureRect if not it won't know how much space it should take