I am new to Godot and just created my first project. I’m trying to follow simple brick breaker tutorial. However, when I debug, the Debug Window is very small. I followed the instructions here ( How to set window size when debugging? ) to resize it, reloaded the project. but the window is still very small. Here are snips of my settings and what I am getting
As you can see, the Debug window is tiny. The settings I’m using are identical to the settings in the Godot 4 2D course, which does not display this small when I run in on the same monitor. Why is my Debug window so small?
So, the Debug window was showing that size out of the box. The forum post I linked said to set those settings to fix it, but they had no effect for me. Since then, I made a ‘Level’ scene and placed the Sprite in it. I removed the settings, and now I’m getting a slightly larger window that at least shows the sprite (before I had to resize the window to show the Sprite). I think this behavior is rather odd and would be nice if someone could help me understand what these settings are for and how they work.
The Godot 4 2D course has those settings overridden, and that Debug window always showed as much larger than my window here. I think it has something to do with the content you’re displaying? But since the behavior has been inconsistent between what I saw in the 2D course and what I’m doing, I’m a tad perplexed.
I’m having the exact same issue and its been bugging me for a while. No matter what I try, my debug window is tiny. The only way I get a decent view of my game is running it in full screen. Have you found a solution to this yet, @helwood ? I am VERY new to Godot (like less than 24hours new.. lol).
Hey @mincdev, I don’t remember the context around this post, I’m also new to Godot. I either figured it out, or shrugged and moved on. I’m gonna look at it later tonight, but have you made any progress?
Viewport Width / Height is your game’s resolution and the default window size. Window Width / Height Override forces the OS window to that size at launch instead, while the game still renders at the viewport size. And Stretch Mode (under Display → Window → Stretch) decides whether the content scales to fit the window. It’s Disabled by default, which is why @helwood had to resize the window just to see the sprite, with stretch off the content sits at 1:1 pixels in the corner no matter how big the window gets.
The tiny window itself is almost always a high resolution monitor thing. The default project is 1152x648 real pixels, and on a 4K screen or with Windows display scaling at 125 to 150 percent, that’s genuinely a small box on your monitor. The window isn’t broken, it’s just small relative to your screen.
I’d recommend setting the Viewport Width / Height to your game’s intended resolution, set Stretch Mode to canvas_items with Aspect keep, then either set the window overrides to something comfortable for your monitor or just drag the window bigger while testing. With stretch on, the game scales up to fill whatever size the window is, which is what the 2D course project was doing that yours wasn’t.