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Preserve position and size of godot's editor window between sessions. #5114
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Oh i see godot editor always starts as a maximized window |
Yes, that also. (good find, because indeed it also includes here) So in short to sumarize: example of how it is: .2. When you close Godot editor (eg just close, or reload other project) Expected behavior: (Most of windows applications remembers its position and size so when opens next time it apears same like when it was closed, just godot not doing it, sigh) Hope it clarified a little :) |
BTW, there are CLI options to set the size and position of the window. It's not a solution but it means the solution must not be hard. Also, you need a good combination of those options to work properly:
If those options where somehow saved in the project (or the cache) folder and loaded by the project manager, it should fulfill this proposal. |
woah, nice. ...Thanks to your tip i found theres a lot of other switches (good find, thanks) Tried -e -w -r1380x600 -p0x600 anyway, i like the find, might be useful for scripting / automating betwin tools 🐱 |
The commands work but it is |
aha!, yes indeed, with space it works. (Sorry my habit from other apps) 😛 hmm, hmm... when not provide when provide Even tho, when Quit to project browser and comeback, editor is back to usual "layout ignoring", still its a cool find especially while fiew hours a go i was thinking how to make a shortcut to certain projects without browsing projects library all around, and this one solved it perfectly. Great. While i found how to make project shortcut, (very handy hehe) it seems this solution not really solve #5114 but anyway, meanwhile we managed to nicely clarify / define what exacly is this proposal about 🎯 and its make editor window to save its current -r -p -w -mx -f on close (destroy) |
wrong commit number, sorry |
@vnen found another cool workaround like from GDScript tool
extends EditorPlugin
func _ready():
OS.set_window_position(Vector2(0, 75))
OS.set_window_size(Vector2(1280, ((1024-970)-75) )
OS.set_window_fullscreen(false) arranges editor window exacly as i want on every editors reopen, |
That looks like a good work around avril-gh, how how would I get that to auto execute when I open the editor for say a new project? |
Bugsquad note: This issue is still relevant as of commit d87307d. |
Calinou@9680ad5 |
Would love to see this fixed. I use a 43" 4K monitor and opening maximized is too much. Then "normalizing" makes the window quite small. Even if you were to save the window size and location per project, at least setting it once wouldn't be so bad. |
@cumminsd This feature is already being worked on, but the pull request needs to be rebased (or possibly redone from scratch at this point, due to the DisplayServer changes in the |
Feature and improvement proposals for the Godot Engine are now being discussed and reviewed in a dedicated Godot Improvement Proposals (GIP) (godotengine/godot-proposals) issue tracker. The GIP tracker has a detailed issue template designed so that proposals include all the relevant information to start a productive discussion and help the community assess the validity of the proposal for the engine. The main (godotengine/godot) tracker is now solely dedicated to bug reports and Pull Requests, enabling contributors to have a better focus on bug fixing work. Therefore, we are now closing all older feature proposals on the main issue tracker. If you are interested in this feature proposal, please open a new proposal on the GIP tracker following the given issue template (after checking that it doesn't exist already). Be sure to reference this closed issue if it includes any relevant discussion (which you are also encouraged to summarize in the new proposal). Thanks in advance! |
is it implemented in Godot 4? It still always maximizes at editor window start up. |
Not yet, see godotengine/godot-proposals#7223 and godotengine/godot-proposals#4900. Persisting the editor window and position and size is being worked on in #76085. |
This would be nice to see resolved. I'm working on a nice ultra wide monitor, 5120x1440 pixels, and the Godot window opens full screen. |
Here's a plugin workaround that works in Godot 4: @tool
extends EditorPlugin
func _enter_tree():
DisplayServer.window_set_mode(DisplayServer.WindowMode.WINDOW_MODE_WINDOWED)
var ws = Vector2(1920, 1080)
DisplayServer.window_set_size(ws)
var ss = DisplayServer.screen_get_size()
DisplayServer.window_set_position(ss*0.5-ws*0.5) |
Thanks.Sadly, I’m still on Godot 3.5 as my app needs to run on Android and most of my code is in C#.On 16 Sep 2023, at 10:19, Kenneth ***@***.***> wrote:
Here's a plugin workaround that works in Godot 4:
***@***.***
extends EditorPlugin
func _enter_tree():
DisplayServer.window_set_mode(DisplayServer.WindowMode.WINDOW_MODE_WINDOWED)
var ws = Vector2(1920, 1080)
DisplayServer.window_set_size(ws)
var ss = DisplayServer.screen_get_size()
DisplayServer.window_set_position(ss0.5-ws0.5)`
—Reply to this email directly, view it on GitHub, or unsubscribe.You are receiving this because you commented.Message ID: ***@***.***>
|
Is this little trick with the CLI no linger working for 4.2.1? I have this after the exe -w -r 1380x600 -p 0x600 and it makes no difference. What am I missing? |
See the
And it needs to be explicitly |
Godot version: 2.x , 3.x
Operating system: windows 7
The reason of the proposal:
Every person have its own way of working, tools he use and how they are arranged all together on screen. Unfortunately godot editor is perhaps the only one, which do not remember its position and size betwin sessions, so it is necessary to move and resize it, to desired location and size, every time its started.
If someone is frequently jumping betwin projects - it turns into unnecessary additional burden, where one instead of concentrate on main problem - plays endlesly with ordering windows on screen every fiew minutes or even several seconds. Believe me - after 100 times it might begin to be a hassle and start destroying all the fun.
All just because, while godot do all the complex stuff, it forgets about the most basic one, like - to remember its own position and size.
Enhancement proposal:
Godot Editor should save its window position and size when window is closed (destroyed),
and restore its position and size when window is opened (created),
so it always appear at expected and usual for the user placement,
saving him from playing around with windows ordering instead of working on main project.
Its very small adjustment but same time a huge improvement, time and distraction saving feature.
As for me, it could be enought if Editor just save and restore its window position and size, and thats it.
There is no need for any additional settings for it.
But perhaps there might be someone who would like to have it saved per project.
(where setting could be saved into project's engine.cfg file instead of editor's config file)
But... imho, saving it per project might preserve unnecessary hasle since there might be many different placements betwin projects and again, when jumping betwin projects it might enforce one to move and scale editor's window and the end.
Therefore IF saving it per project could be implemented too, it could be reasonable to add [checkbox] in editor settings, like [save editors window placement per project] to give user option to chose if he want editor to just remember its placement globaly for all projects, or save it along with project so every project might have its own different window placement.
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