Attention | Topic was automatically imported from the old Question2Answer platform. | |
Asked By | Mefihl | |
Old Version | Published before Godot 3 was released. |
Is it possible to move code window on the second monitor? How Goodot uses two monitors?
Attention | Topic was automatically imported from the old Question2Answer platform. | |
Asked By | Mefihl | |
Old Version | Published before Godot 3 was released. |
Is it possible to move code window on the second monitor? How Goodot uses two monitors?
Reply From: | kubecz3k |
It’s impossible to split editor into two windows, however you can still code on second monitor thanks to external editor support. Go into Settings->External Editor->Use External Editor -> true
You can also define path to external editor here (so when you click on the script icon, the script will be opened inside this editor). As far as I know the best external editor that have support for GdScript is Atom together with plugins: LangGdScript and optionally you can install gdscript autocomplete module (take a look at info on the site on how to install it → you will need Godot editor with additional module(autocompletion provider))
Other way how you can make use of second monitor is to tell Godot that you want to test game on different screen than where editor is (useful for debugging): Settings->Game window Placement
I’m interested to get this Atom support for GDScript but I can’t seem to get it working. Currently I have “autocomplete-gdscript” and “lang-gdscript” installed. Could you explain
you will need Godot editor with additional module(autocompletion provider)
I’m not a regular Atom user.
duke_meister | 2016-04-27 01:49
+duke_meister if you want to have auto-completion provided by godot directly you will need to compile your own version of godot with this module: GitHub - neikeq/gd-autocomplete-service: Godot module that provides autocomplete suggestions via HTTP requests (just throw folder with those files into modules
folder and compile normally: http://docs.godotengine.org/en/latest/reference/_compiling.html
kubecz3k | 2016-04-27 08:42
Also on the Sunsetting Atom - The GitHub Blog there is information that you need autocomplete-plus plugin
kubecz3k | 2016-04-27 08:47
Still confused. I already have autocomplete-gdscript
and lang-gdscript
installed in Atom. According to the last page you linked, “autocomplete+ is bundled with Atom. You don’t have to do anything to install it.”
duke_meister | 2016-04-27 08:50
I don’t understand. Auto-complete already works in Godot?? Why do I have to compile it. I’m after Atom support for GDScript auto-complete.
duke_meister | 2016-04-27 08:52
Ok I’m not sure then, what is your question?
kubecz3k | 2016-04-27 08:52
My question is that I have the above installed in Atom, but still don’t get autocomplete in Atom. I’m wondering why. Thanks for your help.
duke_meister | 2016-04-27 08:53
You dont need to compile Auto-Complete plugin for Atom. You need to compile Godot, because comunication betweenatom auto-complete plugin
and Godot is provided by Godot module which is not part of Godot by default.
kubecz3k | 2016-04-27 08:54
Here is the module itself: GitHub - neikeq/gd-autocomplete-service: Godot module that provides autocomplete suggestions via HTTP requests
It don’t have any specific relation with atom, it’s general usage thing (people can write plugins for other text editors that will communicate with Godot via this module)
kubecz3k | 2016-04-27 08:56
ahh… I missed the -service part… i didn’t realise there was comms between Atom and Godot. Much confusion. Thanks again.
duke_meister | 2016-04-27 09:04
So I have autocomplete-gdscript installed in Atom. I extracted the autocomplete_service folder into Github/godot/modules and compiled Godot, apparently successfully because I have an exe with current date/time. I’m now running Godot from that exe, then I run Atom, and I’m expecting Atom to auto-complete when pressing Control-Space but it doesn’t seem to be doing it… what am I missing?
Somewhere I read that you need to have the Godot project open in Atom as well… did I imagine this and what does it mean? There is only the engine.cfg. Thanks.
duke_meister | 2016-04-27 09:34
Generally it should work at this point. But if you just downloaded zip from github and extracted it into modules folder it’s probably not compiled into godot, you should extract in some other place and move autocomplete_service
subfolder into modules folder.
kubecz3k | 2016-04-27 09:41
hmm the folder is definitely there…
27/04/2016 07:22 PM <DIR> .
27/04/2016 07:22 PM <DIR> ..
27/04/2016 07:22 PM <DIR> autocomplete_service
04/04/2016 05:23 PM <DIR> gdscript
04/04/2016 05:23 PM <DIR> gridmap
27/04/2016 07:22 PM 19,595,962 modules.windows.tools.lib
27/04/2016 07:42 PM 768 register_module_types.cpp
04/04/2016 09:28 AM 139 register_module_types.h
27/04/2016 07:22 PM 11,641 register_module_types.windows.tools.obj
04/04/2016 04:47 PM 448 SCsub
5 File(s) 19,608,958 bytes
5 Dir(s) 1,590,671,863,808 bytes free
and can see it has been compiled as there are .obj files… strange.
Directory of h:\Documents\GitHub\godot\modules\autocomplete_service
27/04/2016 07:45 PM <DIR> .
27/04/2016 07:45 PM <DIR> ..
06/03/2016 09:05 AM 7,010 code_completion_server.cpp
06/03/2016 09:05 AM 2,300 code_completion_server.h
27/04/2016 07:45 PM 1,025,589 code_completion_server.windows.tools.obj
06/03/2016 09:05 AM 4,822 code_completion_service.cpp
06/03/2016 09:05 AM 1,030 code_completion_service.h
27/04/2016 07:45 PM 1,005,279 code_completion_service.windows.tools.obj
06/03/2016 09:05 AM 553 completion_service_plugin.cpp
06/03/2016 09:05 AM 546 completion_service_plugin.h
27/04/2016 07:45 PM 961,678 completion_service_plugin.windows.tools.obj
06/03/2016 09:05 AM 69 config.py
27/04/2016 07:22 PM 431 config.pyc
06/03/2016 09:05 AM 408 register_types.cpp
06/03/2016 09:05 AM 113 register_types.h
27/04/2016 07:45 PM 895,555 register_types.windows.tools.obj
06/03/2016 09:05 AM 205 SCsub
(and I realise now they simply mean to have the project open in Godot… duh)
duke_meister | 2016-04-27 09:47