-
-
Notifications
You must be signed in to change notification settings - Fork 21.5k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Enabling borderless results in Godot games showing on both monitors #71282
Comments
MRP? What exactly |
I have updated the repro steps to be a bit more informative + added a screenshot of the menu settings. |
Additional Information: I use GeForce shadowplay for screen capture, and recently screenshots I would take while playing DOME KEEPER (or our own game) would be placed in a folder named after the title, e.g. Dome Keeper. However, NOW screen captures are put in a folder called 'Base Profile'. Not sure if this is relevant to the issue, but thought it was worth mentioning. |
This is pretty much completely useless information, like do you expect us to download dome keeper and decompile project and all mono scripts to see what's going on, or what? What would be useful is source code of the methods attached to these buttons, (ideally cleared up from everything unrelated to the issue), or at least an outline of what it is doing.
Is it doing it only when screen capturing? |
@bruvzg Please be kind, not everyone is a programmer or an experienced open source contributor. Everyone has a first bug report. The fact that Dome Keeper, a released Godot Engine game has the same issue as a game currently being developed proves at the very minimum that the issue is reproducible across multiple projects, and potentially provides an easy test for contributors as it's a popular game that they might already have. Not to mention that the developers of the game might see the issue and chime in. On the code side, I can confirm that the only thing our game does is |
So it's not changing window size/position? What was the window size/position/state before setting it to borderless (it looks like a full-screen on the screenshots)? |
Also, what's the exact configuration of displays (primary display and alignment), a screenshot of windows "System → Display" control panel would be helpful. |
The issue occurs regardless, with or without screen capturing. |
In both scenarios/games I am changing from full-screen to bordless. |
Godot version
3.5.1 Mono
System information
Windows 10, 1920x1080 resolution, x2 monitors, NVIDIA GeForce RTX 3060
Issue description
Whenever I enable borderless in a Godot game the game is shown on both of my monitors.
In addition, when this occurs the application behaves in a suboptimal manner where it is only ever functional on one screen at a time, an alternating between which one is functional as you try to interact with the application.
This occurs with e.g. DOME KEEPER (Steam) and the game I am developing in Godot with my buddies @TheOrioli and crew at Kikimora Games.
See attachments below for reference.
Additional Information: I use GeForce shadowplay for screen capture, and until recently screenshots I would take while playing DOME KEEPER (or our own game) would be placed in a folder named after the title, e.g. Dome Keeper. However, NOW screen captures are put in a folder called 'Base Profile'. Not sure if this is relevant to the issue, but thought it was worth mentioning.
Steps to reproduce
Prerequisites:
Result: Observe that the game now shows on both monitors, and that it behaves in a suboptimal manner when trying to interact with it.
Minimal reproduction project
N/A
The text was updated successfully, but these errors were encountered: