Open tseven opened 1 year ago
Logic for window placement screen and position/size is here: https://github.com/godotengine/godot/blob/44b41ded82229ca7614403f74234a4282002458b/editor/editor_run.cpp#L95-L188
It needs to be recreated in the plugin's TypeScript code.
Logic for window placement screen and position/size is here: godotengine/godot@44b41de/editor/editor_run.cpp#L95-L188
It needs to be recreated in the plugin's TypeScript code.
Oh wow, I bet I can get that done this week.
Thanks for the reference @Calinou.
Is there a workaround for this at the moment? It seems to always just place on the left-most monitor regardless of which is the main window or which is 1 or 2.
Is there a workaround for this at the moment? It seems to always just place on the left-most monitor regardless of which is the main window or which is 1 or 2.
Godot accepts CLI arguments to set the screen identifier that will be used when running the project:
Display options:
-f, --fullscreen R Request fullscreen mode.
-m, --maximized R Request a maximized window.
-w, --windowed R Request windowed mode.
-t, --always-on-top R Request an always-on-top window.
--resolution <W>x<H> R Request window resolution.
--position <X>,<Y> R Request window position.
--screen <N> R Request window screen.
--single-window R Use a single window (no separate subwindows).
--xr-mode <mode> R Select XR (Extended Reality) mode ["default", "off", "on"].
You should be able to specify custom CLI arguments to use when running Godot from the extension (I think there's a setting for this). Try --screen 0
, then --screen 1
and so on.
Godot version
3.5.2
VS Code version
1.75.1
Godot Tools VS Code extension version
1.3.1
System information
MacOS
Problem statement
I have the game player window set to "Next Monitor" so I can view the compiled game while not obstructing Godot/Code Editor.
Godot vscode plugin doesn't allow choosing which monitor the game window launches on.
The setting in question is:
Godot -> Editor Settings -> Run -> Window Placement -> Screen
Proposed solution
It would be great to have this option added to the godot vscode plugin.