Open arcticmatt opened 4 years ago
I can confirm this on commit https://github.com/godotengine/godot/commit/9a55f1564c96baff19c5595aa3e1ea296f9bd260 (Fedora 31 KDE). This only occurs in specific cases, see below.
It works correctly in the following two scenarios:
It doesn't work in the following scenarios:
Can anyone still reproduce this bug in Godot 3.2.3 or any later release?
Looks like opposite of #20618
Godot v3.3.4.
Running on second monitor ONLY works when the Project Settings is configured to run in a window, but the Editor Settings Window Placement options are configured to force fullscreen. Any other configurations don't seem to work.
Might be worth noting that my two monitors have different resolutions (Monitor 1 is 4k and monitor 2 is HD).
I'm seeing this in Godot v4.0 alpha 6. Strangely had no issue in Godot v4.0 alpha 4 maybe something recently merged to master with regards to window placement.
Seems like no one was able to reproduce the original issue, so closing as duplicate of #21746 (i.e. only broken in fullscreen mode)
@KoBeWi this appears to be broken again in Godot 4.0 alpha 14. Steps to reproduce:
The window is displayed on the same monitor as the editor as per comments by @Calinou https://github.com/godotengine/godot/issues/36462#issuecomment-590001782
Workaround is to disable / enable project settings depending on whether you are working in editor or doing a build 😅
See attached project window-placement.zip
Workaround is to disable / enable project settings depending on whether you are working in editor or doing a build sweat_smile
You can also use the editor
or standalone
feature tag override for this.
This is still a problem in 4.0 stable.
It's indeed a duplicate of #20618, but that issue was closed as duplicate of another issue, which also was closed as duplicate, of an issue that was fixed. The original issue is still relevant though, so mine wasn't a duplicate in the end.
Hi, also still seeing this issue in 3.5.2 stable. Running on Windows. I see that there was a fix made with #63192, but with Project Settings -> Window -> Fullscreen "On" and Borderless "On", then Editor Settings -> Window Placement -> Screen has no effect.
I see something that sounds identical, today, v4.2.1 stable. Setting to Maximized instead of Fullscreen behaves correctly. All of my two external monitors and my laptop builtin screen are identical resolutions (1080p)
I may be holding something wrong, but I can't run the project on a different screen than the editor window.
I'm on OS X, Godot v4.1.1
I've tried every single option for run/window_placement/screen
.
Godot v4.2.1 on Windows 10 - It worked fine but suddenly the project starts only on primary monitor and the project settings is ignored.
I solved it by putting the Viewport Width and Height lower than the screen I wanted to run the game on. Project Settings -> Display -> Window
Now it correctly opens on the screen set in Editor -> Run -> Window Placement
Bugsquad note: This issue has been confirmed several times already. No need to confirm it further.
Godot version: v3.2.stable.official
OS/device including version: macOS Catalina Version 10.15.2
Issue description: I want to use the "Editor Settings > Run > Window Placement > Screen" setting to make Godot run my game on a specific screen, specifically my laptop. However, no matter what I change the setting to, the game runs on my external monitor.
Steps to reproduce:
Minimal reproduction project: Any project with one scene.