godotengine / godotengine/godot
debug window duplicating on second screen when in focus
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- Dominant language
- C++
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Description
Tested versions
- Reproducible in: v4.4.1.stable.mono.official [49a5bc7b6] , v4.4.1.stable.official [49a5bc7b6]
System information
Godot v4.4.1.stable.mono - Windows 11 (build 26100) - Multi-window, 2 monitors - OpenGL 3 (Compatibility) - NVIDIA GeForce RTX 2080 (NVIDIA; 32.0.15.7700) - Intel(R) Core(TM) i5-8600K CPU @ 3.60GHz (6 threads)
Issue description
After setting Display > Window > Viewport Width and Height to 1920 x 1080 (the resolution of both monitors):
When running a project (any scene), the debug window duplicates itself on the second monitor when the debug window is focused. You can only interact with the primary monitor (clicking ui elements, etc), but visuals for interactions appear on this secondary duplicate, making it very challenging to use.
For example, hovering over button on the primary screen: the texture change of a hover is shown on the duplicated screen and not the primary screen, but you can only toggle the button on the primary.
Interacting with the "duplicate" (clicking out of the true debug window) causes the debug window to go out of focus and the duplicate disappears. If there is another application open on the secondary monitor, you can click through this duplication as if it wasn't there.
This appears to be a visual bug involving the debug window.
Additional steps I took before this report:
- Searching for any bug already mentioned by someone else. I couldn't find a preexisting after a few hours of looking.
- Fiddling with various project and editor settings to resolve this issue (Multi-Window enabled, etc).
- Removing all Godot versions and deleting the Godot folder in %AppData to eliminate any Editor Settings that were saved. Starting again with a fresh download of the most recent Godot version.
- I've been using Godot for multiple years now, using multiple different versions. This is a recent issue, but I unfortunately cannot pinpoint when it began.
Apologies if the video quality is not the best, had to use a phone.
https://github.com/user-attachments/assets/2e3a9a4c-36c6-4237-93e6-28d48040b3bc
Steps to reproduce
With a fresh download of the latest version Godot v4.4.1.stable or mono, and default project and editor settings:
- Set Display > Window > Viewport Width and Height to 1920 x 1080 (match primary monitor resolution).
- Make any basic scene, no scripts. Example scene: TextureRect in the center with variable size.
- Run scene.
- Debug window focuses, duplicate appears on secondary monitor.
- Click anywhere on secondary monitor, debug goes out of focus and duplicate disappears.
Minimal reproduction project (MRP)
Reproduction steps appear to not be project dependent, but just in case there is a setting I am not aware of:
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reproducing the issue from the listed steps using Godot v4.4.1.stable on Windows 11 with two monitors and the attached test.zip project. Trace the debug window behavior when it gains focus; done means the debug window remains visually single and interactions render on the true window rather than a duplicate.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp, godot
- Domain
- desktop, operating-systems
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 45/100