Comments (2)
This is indeed not an use case I accounted for when developing the debug menu. You'll probably want to switch to native resolution (canvas_items
stretch mode) when using the debug menu (as this is where most GPU-bottlenecked scenarios occur). It's much rarer to be GPU-bottlenecked with a viewport that is only 640×360 in comparison.
debug_menu.tscn
is an autoloaded scene, so it's not designed to be manually instanced in a scene. If you do that, you'll end up with two instances at once and both will appear at the same time when pressing F3. A proper solution will likely involve DebugMenu creating its own viewport on-demand (but only when the project uses the viewport
stretch mode, as this has a performance cost).
from godot-debug-menu.
Turn's out (as it always happens), I didn't read the documentation good enough. It clearly tells you to use the root Viewport (default settings, no SubViewport node) for everything UI and a SubViewport node for a 3D scenes.
I've changed my project settings to this...
display/window/size/viewport_width = 1280
display/window/size/viewport_height = 720
display/window/size/window_width_override = 0
display/window/size/window_height_override = 0
display/window/stretch/mode = "canvas_items"
display/window/stretch/aspect = "expand"
...and placed every 3D scene into this node structure:
SubViewportContainer
|__SubViewport
|__MyAwesome3DScene
To scale down my game, I just set SubViewportContainer
's stretch
property to true
and bump stretch_shrink
to something like 2 or 3.
The menu seems to be working fine, so the issue is solved for me.
from godot-debug-menu.
Related Issues (20)
- V1.1.1 - Crash on project run for Godot 4.1.0 running on MacOS + ARM HOT 5
- Errors in Godot 4.1-stable-mono HOT 7
- Release automation?
- README about programatically toggle the menu isn't correct HOT 3
- Default visibility in project settings.
- Specify input action in Project Settings HOT 2
- Calling "DebugMenu.style" returns "Invalid get index 'style' (on base: 'CanvasLayer')" HOT 2
- Error when trying to modify `DebugMenu.style` through code HOT 1
- Game frezes when call get_tree().quit() HOT 1
- Game freezes when closing the game immediately after it starts HOT 3
- Module branch HOT 1
- Godot (4.3 beta 1): multi-threaded rendering; debug menu (1.2) reports different fps than godots inbuilt monitor. HOT 2
- Option to resize the overlay. HOT 6
- can I use DebugMenu **INSIDE** the editor? HOT 2
- FPS doesnt update properly when scenetree is paused, thefore artificialy lowering the displayed fps HOT 1
- README.md shows incorrect enum HOT 1
- DebugMenu ends up getting created behind the scene HOT 4
- Implement memory monitoring. HOT 1
- Setting the default to VISIBLE_DETAILED requires removing visible=false HOT 1
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