Window auto resize when testing in studio

When you run a test in Studio, the studio window will automatically increase in length (width remains the same).

This happens every time I test and on every game that I test this on. It started happening after the most recent update.

Should look like this

Looks like this

Resizing the window fixes the problem temporarily. If I run another test, the problem reappears.

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Actually now that I think about it more, it started happening after the latest windows update, not the latest studio update

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Hey Captain,
I’m a little confused by what exactly the problem is. In the first image there is an output window. Does the output window get hidden when you start testing. Or does the sizes of the widgets just change? If you can post a short clip of the problem that might help us.

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I can record a video after class today. But in the image without the output window, the command bar and my plugins on the side also all get affected.

So I looked into this a little more. Looks like what you are seeing is most likely an issue with how we display Lua widgets. Currently only some of our dockable widgets are made in Lua (Terrain Editor, Toolbox), but all user made plugin widgets will also be made in Lua. These Lua made widgets can have different saved display state for every DataModel. So when you are in Editing mode, vs Testing mode (Client), vs Testing mode (server), there can be a different saved location and size for these widgets (This seems undesirable and I will file a ticket for changing this behavior). What is likely causing your issue is that you have some Lua widgets that are sized larger in the testing state than in the editing state, resulting in the Studio window expanding when you click play.
TLDR;
To Fix this issue you need to enter play mode then either close or resize all your Lua Widgets (Terrain Editor,Toolbox, all plugin widgets) so that the studio window no longer is larger than your screen size. You should only have to do this once.

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This has been happening to me as well

The issue has been happening to me as well, but it keeps happening after I resize everything back to normal

And you are doing your resizing in play mode? Would it be possible to post a short clip of what you are trying that isn’t working?
Also if you could post the screen resolution you are working in, that may be helpful.

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Here is the video

I am working with 1 monitor with a 1920x1080 pixel monitor

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Thanks for the video.
When you fullscreen the application you are forcing all the widgets to fit on screen resulting in them overlapping eachother, but this is not actually changing the size of any of the widgets. It looks like all 3 lua widgets (RopeMaster, Toolbox, Terrain Editor) on the left sidebar may already be at their minimum size, in which case you may not be able to just resize them smaller. If you do not need all 3 of these widgets in play mode, then you can just enter play mode and close out whichever one you do not need, and this should solve the problem. If you want to keep all of them you will have to enter play mode and then choose a different dock location for at least one of these widgets.

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Ill test out this solution in the morning. Thank you.

Wouldn’t it make sense to have the same plugin overlap behaviour when entering play mode rather than trying to resize everything?

So I 100% agree that this current behavior is very confusing, and that ideally we should never forcefully expand the window larger than the size of anyone’s screen.
What happened is we recently pushed a change such that Studio would actually respect the minimum size of widgets. This was implemented to prevent the visual garbage which happens when window size is shrunk beyond cumulate minimum size of docked widgets. Example:


Now the problem is that users get confusing behavior when they have previously “overloaded” the dock and are used to the existing overlapping behavior.
You will notice this problem doesn’t really occur with non-Lua widgets, as their minimum size is so small, and the fact that they do not have unique docking information for each datamodel state.
For reason’s I’m not entirely sure on, all Lua Widgets seem to have very large minimum sizes, but if we can shrink those all down as well this should prevent this issue.
In summary,
we don’t want to return to the overlap behavior because it can make studio look gross, but if we decrease the minimum size of lua widgets, it should prevent studio from increasing window size instead of shrinking widget size, while still preventing overlap. We should also eventually standardize the way widgets behave with regards to positioning being unique to each datamodel state.

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It would be great to have a simple toggle in the settings for this. I dont like how my previously tabbed widgets all become their own actual window when I test

This is related to the issue mentioned above where Lua Widgets have a different saved display state in edit vs testing. This is confusing. But, you should be able to fix this by just retabbing all your lua widgets once while in play mode, and then it should save that as the testing state location for those widgets.

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I removed some plugin widgets from my studio screen, (like rope master), but when I enter test mode, this plugin creates a new widget and thus pushes everything down. I would upload a video but every time I try, it errors.

This is what my normal studio window looks like:

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