Created
March 27, 2020 16:23
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#if UNITY_EDITOR | |
using System; | |
using System.Reflection; | |
using UnityEditor; | |
using UnityEngine; | |
/// <summary> | |
/// Little utility for opening a "Game" view in fullscreen. Will be opened on whatever Unity thinks is the "main" | |
/// monitor at the moment. The hotkey will toggle the window; however, if for some reason this breaks, fullscreen | |
/// windows can be closed via Alt+F4 as long as the editor is not in play mode. | |
/// </summary> | |
/// <remarks> | |
/// Confirmed to work in Unity 2019 and 2020. May work in earlier and later versions. No promises. | |
/// </remarks> | |
public static class FullscreenGameView | |
{ | |
static readonly Type GameViewType = Type.GetType("UnityEditor.GameView,UnityEditor"); | |
static readonly PropertyInfo ShowToolbarProperty = GameViewType.GetProperty("showToolbar", BindingFlags.Instance | BindingFlags.NonPublic); | |
static readonly object False = false; // Only box once. This is a matter of principle. | |
static EditorWindow instance; | |
[MenuItem("Window/General/Game (Fullscreen) %#&2", priority = 2)] | |
public static void Toggle() | |
{ | |
if (GameViewType == null) | |
{ | |
Debug.LogError("GameView type not found."); | |
return; | |
} | |
if (ShowToolbarProperty == null) | |
{ | |
Debug.LogWarning("GameView.showToolbar property not found."); | |
} | |
if (instance != null) | |
{ | |
instance.Close(); | |
instance = null; | |
} | |
else | |
{ | |
instance = (EditorWindow) ScriptableObject.CreateInstance(GameViewType); | |
ShowToolbarProperty?.SetValue(instance, False); | |
var desktopResolution = new Vector2(Screen.currentResolution.width, Screen.currentResolution.height); | |
var fullscreenRect = new Rect(Vector2.zero, desktopResolution); | |
instance.ShowPopup(); | |
instance.position = fullscreenRect; | |
instance.Focus(); | |
} | |
} | |
} | |
#endif |
I'm using 2 monitors and when I use this script it extends the fullscreen partially to the other monitor.
Any ideas?
@PalaNolho I had the same. Dividing the resolution by EditorGUIUtility.pixelsPerPoint worked for me.
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I'm using 2 monitors and when I use this script it extends the fullscreen partially to the other monitor.
Any ideas?