In the Godot editor, configuring the Windows display mode as either Full Screen or Windowed is straightforward through project settings. After exporting, the game will launch in the chosen mode. However, if you wish to dynamically change how the game starts via settings, you must first load your settings and then set them programmatically, like this: DisplayServer.window_set_mode(screenMode);
For instance, if your game initially starts in Full Screen mode, but the settings indicate Windowed mode, what may occur is the game expanding to full screen initially and then contracting to a windowed state after the settings are loaded. To circumvent this behavior, is there a method to instruct Godot to initiate the game in a specific window mode applicable to the exported game and modifiable via settings?