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Project always starts in maximized window #37155
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I can reproduce this on commit 0d907a6 (Fedora 31, KDE, NVIDIA). I wonder if it might come from KWin overrides I may accidentally have applied to other processes though. (I sometimes apply fullscreen overrides to game processes that don't support borderless fullscreen.) |
I am using Gnome Shell hence it most likely isn't connected with KWin overrides itself. |
I think that everything could run as expected if |
Not Linux specific AFAIK, as I get the same behavior on Windows 10 (1909) |
I found out that it does not happen if the width and height from project settings is small compared to the resolution of the monitor. For instance on 2560 x 1440 monitor and project in 1920 x 1080 it starts maximized. If the project is set to 1024 x 600 (default) it does not happen |
I'm not quite sold on that. I can reproduce on a UHD screen with any window size I've tested |
In editor settings set |
I'm puzzled by the (now a bit old) bug report, I don't recall seeing this behavior. Is this still reproducible as of current 3.4.4 or 3.5 RCs? To be clear, you didn't enable this setting? Editor Settings / Run / Window Placement / Rect = Force Maximized |
I just arrived here from a Google search because I'm experiencing the very same problem still. Godot version: v3.5.stable.mono.official [991bb6a] How to reproduce:
In my case, the issue only appears when the resolution is reasonably large. I can also confirm this issue takes place in both the editor and exported Linux binaries of the project. To illustrate the point, here's what the behavior looks like on my system: recording.mp4 |
I have the same issue. Editor always starts maximized no matter what I do. Godot version 3.4.3, 3.5.1, 4.0-beta3. Including versions compiled from source/master. Recently updated from Windows 10 to Windows 11 Pro Insider Preview Build 25231. 4k display. Here are all the errors I get:
Latest updated Nvidia drivers. #67539 doesn't seem to fix it (it only removes error messages), but waiting for later betas because I'm not familiar with the compiling process and if I'm doing something wrong. Manually entering all wanted parameters from the command line works as expected:
Removing the '-w' again makes the window maximized, even though project and editor settings are windowed and centered. |
This is an unrelated issue. Starting maximized is the editor's hardcoded behavior, and the CLI arguments being ignored for this case is a separate issue. See also #32056. |
Godot version: 3.2.1 stable
OS/device including version: Ubuntu 18.04.4, 2 monitors, main monitor 2560 x 1440, GTX 1060
driver 435.21
Issue description: The project window size setting settings and editor window placement setting are ignored. Whatever I set, the project window always start maximized (OS.window_maximized always true on startup). It holds both for exported project and project run from editor. Maybe related to #36462 and #35571
Steps to reproduce: Set window width and height to smaller values than the resolution of the screen and run the project.
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