#Multiple Windows
1 messages · Page 1 of 1 (latest)
My understanding is I should make a window using a Window Node, with a child SubViewportContainer, then a child SubViewport, then Camera2D
A Window IS a Viewport, you don't need an extra viewport.
Set the Window's force_native to true to make it be treated as a separate window by the OS.
Or do you mean separate views within the game's main window?
I mean separate windows. (Like windowkill, as a quick example)
Ah, ok.
Then my suggestion should work.
Another tip.
To make moving the window look at a different place in the game world. Add a Camera to each and make the camera offset by the Window's position.
It's the next day -
Um, I tried this (in godot 4.4), but it doesn't seem to do anything.
The only way I could make it a true OS window, is by turning off "Embed Subwindows" in Project Settings. That just did it, no need for the force native thing.
It's weird though cause force native SHOULD be forcing an OS window right?
^
Is this the correct way to render the main world2d on my window?
(I got the world2D from the main viewport/window, and then set the player window to show it as well...)
My only issue now seems to be that the second Window is updating a lot slower than the original...
Is this maybe a problem with my own computer?
(Also I tried this but it doesn't seem to work on Godot 4.4?)
That sounds like a bug, yeah.
Background windows may have a lower priority based on OS settings.
But do check Project Settings, specifically the "low processor" stuff.