-
-
Notifications
You must be signed in to change notification settings - Fork 21k
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
Editor ignores 'run/window_placement/screen' setting when 'prefer_wayland' is enabled #88151
Comments
Wayland has no API for asking to be put on a screen AFAIK. At most, we could change the output onto which we fullscreen, through |
I just figured out a workaround for this. Change the window_placement/rect setting to 'custom position' then match the x value to the size of your main monitor e.g. 1920 for a 1080p monitor. Use -1920 if you want the window to show up on the next screen to the left. It only works if the project settings display driver is set to default or x11 unfortunately. |
@mattsullentrup to be clear, as far as I'm aware, this behavior is not present in any (commonly-implemented) protocol specification and thus is non-compliant and compositor-specific. In other words, It might work on e.g. mutter but not kwin and so on. |
Gotcha well that method at least works for me with kwin. I just like being able to tweak stuff in the editor with the game up on my other screen. |
Oh wait I just noticed this sentence. You're using XWayland then, so it's not actually using Wayland. That makes a lot more sense now. In other words, yeah, it should still work fine with XWayland AFAIK. |
Right the game launches with Xwayland but the editor itself keeps using Wayland. |
@mattsullentrup exactly, that's why we put two settings actually. The Wayland backend is definitely enough for the editor (sans multiple windows for now) but not necessarily for games, so people might want to switch them indipendently. |
I found this ticket because I was experiencing the same issue: Wayland ignoring the However, I found an option that does work for me: |
Tested versions
Reproducible in 4.3 dev 3
System information
Godot v4.3.dev3 - Arch Linux #1 SMP PREEMPT_DYNAMIC Mon, 05 Feb 2024 22:07:49 +0000 - Wayland - GLES3 (Compatibility) - AMD Radeon RX 6600 (radeonsi, navi23, LLVM 16.0.6, DRM 3.57, 6.7.4-arch1-1) () - AMD Ryzen 7 5700G with Radeon Graphics (16 Threads)
Issue description
Godot always runs the project on screen 1 instead of screen 2 regardless of window placement setting. If the editor is on screen 2, the project still always launches on screen 1.
Steps to reproduce
Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered: