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Godot always associates itself to the wrong monitor and font are hard to read #87015
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I attached screenshots where you can see there is something wrong and oftentimes the fonts are not so fun to read. |
The placement of the editor is controlled by Please edit your original post with new details instead of making several new comments, it clutters the issue needlessly |
Okay strange, most Mac apps are able to detect which screen they are actively displayed on and switch dynamically. |
You can change it to switch to the active screen, see the options |
I tried the different settings and:
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It should be resolved by it, text issues are likely caused by downsampling from a hiDPI. |
I've just made an up-to-date macos build and it looks that the problem wasn't fixed. Same thing happens with latest 4.3 dev builds (dev4 and dev5). Last version that worked for me is 4.3 dev3 (v4.3.dev3.mono.official [36e943b]) I'm not sure if this relevant but the build command is
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Happy for this comment to be deleted if not useful, but I just wanted to chime in and say I've started encountering this same issue on Windows 10 today. I've been using Godot for perhaps 2 weeks without any problems, then from yesterday it's started opening on my 2nd monitor. I've not changed anything whatsoever. System Issues
Other information |
Possible duplicate of #89019? |
@nvanfleet #93950 has now been merged in 4.3b3, fixing #89019 mentioned above, does this fix this issue as well for you? |
Tested versions
4.2.1 stable but I believe I've seen this for some time. Not exactly sure since I was not using my external display the whole time.
System information
MacBook Pro M1 Sonoma 14.2.1 - 4.2.1 stable - Forward+
Issue description
If I am using Godot when I have my MacBook Pro plugged into my Apple monitor it seems to have a strange resolution. Probably it thinks it's being displayed on the MacBook Pro's screen and not the Display which is a different resolution.
Note: It's not like I moved it from one screen to another. The main screen I use is the external display and Godot displays there from the start. Though if I go into project settings it actually displays on my Macbook's screen while my main Godot window is on the external display.
Steps to reproduce
Open a project on a Mac with two monitors which have a different resolution. Move the Godot screen to the second monitor.
Workaround: Going into fullscreen mode seems to make it understand the actual resolution of the screen it's being displayed on
Minimal reproduction project (MRP)
I don't think I need to provide that in this case.
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