macOS: Additional improvements and fixes for embedded window support#106134
macOS: Additional improvements and fixes for embedded window support#106134Repiteo merged 1 commit intogodotengine:masterfrom
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Tested locally, it works as expected. Code looks good to me.
I can confirm the mouse capture issues I mentioned in the original PR are gone. I've also checked that the single window mode makes the warning message appear correctly (and disables the feature).
Note that I still can't close the game by pressing the X button when game embedding in a floating window is enabled though. I can do that when game embedding is disabled.
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Thanks! |
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Thanks @Calinou. I'm working on the following items, which weren't included in this:
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Hi @stuartcarnie, Screen.Recording.2025-05-07.at.18.42.39.mov |
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Are you running any special settings for your display? Is it a high-DPI display? I have been unable to reproduce that – though it was an issue in much earlier builds. If you can create an MRP, that would help. |
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My display is 2560x1080 ultrawide. Would sending you my personal Project.godot help? |
Yes, your personal |
Here, the gist of my personal If you need anything else to debug this issue, just let me know. |
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@danielgpinheiro thanks – can you tell me more about the Project Resolution plugin? When you captured your video, were you using any special settings from that? I tried it, and I was able to change resolutions on the fly without issue. |
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@stuartcarnie So, this Project Resolution Plugin is supposed to change resolutions more easily without having to go into project settings... but I tested it without the plugin activated, and it yielded the same result. I'll build Godot again, try another project—like Truck Town, for example—and see how it behaves. EDIT: I tested the Truck Town project with no plugins enabled, and the issue is still occurring. I changed the resolution to 1920x1080, but it produced the same behavior. My machine is a Mac Mini M4 connected to an external monitor. I suspect that testing it on the built-in screen of an Air/Pro (which I assume is Retina) works normally, but on an external display, like here on the Mac Mini, it does not. I checked the Editor settings and found nothing unusual aside from themes, fonts, etc. |
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@danielgpinheiro I am unable to reproduce the issue. Is there anything else you can tell me about your environment? Could you possibly download an official binary and try that? Here is one from commit 8f78e75 on the main branch: https://github.com/godotengine/godot/actions/runs/14906404221/artifacts/3086161985 |
Same behavior... I don’t know what it could be... My OS version is 15.5 Beta 4 (24F5068b), if that helps at all. |
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I can't imagine the OS version would make a difference, but it is RC, so the release will be imminent and I'll test. If you are experiencing it, then others will too, so I'd like to get to the bottom of it. I have tried setting my scale factor to 1x by setting my resolution to 3456x2231, and that was fine too, so I'm at a loss as to what might be causing it. I have a Mac Mini, so I will try that, as perhaps it is a single display 🤷🏻 |
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@danielgpinheiro could you send me your Godot editor settings, which would likely be |
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@danielgpinheiro no need to send me that, as I've replicated it and determined it is to do with macOS display scaling (resolution). Working on a fix. |
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Working on a fix that will be included in #106166 |
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@stuartcarnie Good to hear you identified the issue. I am currently away and will only return on Monday. If you need the file you mentioned or any others, I can provide them as soon as I am back on Monday |
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@danielgpinheiro no need for the file, thanks! |
This PR includes the following PR feedback and improvements for #105884
--embeddedis all that is required, and works like an alias to--display-server embedded.