Godot Version
4.4
Question
for reasons more or less beyond my control, I cannot export the game in release mode as a certain plugin causes segfaults occasionally and without any kind of pattern, so I need the game to be exported in debug mode
however, in debug mode there is seemingly no way to change the title to not show that (DEBUG) tag. am I missing it somehow, or is there no way other than recompiling myself
Have you tried setting the window title through code?
func _ready() -> void:
get_viewport().title = "My Game"
yes. getting the title does not show (DEBUG) and changing the title does not remove it
1 Like
I tried
GetViewport().GetWindow().Title = "My Game";
Window title becomes “My Game (DEBUG)”.
mrcdk
April 2, 2025, 6:25pm
5
Try with DisplayServer.window_set_title()
You can get the window_id
with Window.get_window_id()
and you may need to await a few frames for it to work.
extends Node
func _ready() -> void:
await RenderingServer.frame_post_draw
DisplayServer.window_set_title("potato", get_window().get_window_id())
1 Like
}
return ObjectDB::get_instance<Window>(DisplayServer::get_singleton()->window_get_attached_instance_id(p_window_id));
}
void Window::set_title(const String &p_title) {
ERR_MAIN_THREAD_GUARD;
title = p_title;
tr_title = atr(p_title);
#ifdef DEBUG_ENABLED
if (window_id == DisplayServer::MAIN_WINDOW_ID && !Engine::get_singleton()->is_project_manager_hint()) {
// Append a suffix to the window title to denote that the project is running
// from a debug build (including the editor, excluding the project manager).
// Since this results in lower performance, this should be clearly presented
// to the user.
tr_title = vformat("%s (DEBUG)", tr_title);
}
#endif
if (embedder) {
I believe there is no way around it (without changing the code and compiling it yourself).
1 Like
after checking again, this does indeed remove the (DEBUG) unlike the window setter. thank you!