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[UPDATED] Editor Window Fullscreen ■ v1.2.4 ■ Develop and Test in Fullscreen

Discussion in 'Assets and Asset Store' started by CrystalConflux, May 31, 2017.

  1. CrystalConflux

    CrystalConflux

    Joined:
    May 25, 2017
    Posts:
    76


    Now with support for Mac OS, Unity 2018, Project browser, Timeline window, Playmaker window, and all-new options.

    Asset Store Link:
    https://assetstore.unity.com/packages/tools/utilities/editor-window-fullscreen-85477

    Tutorial Video:
    https://youtu.be/NXQioqLA0tI

    Description:
    An editor extension which allows any editor window, including the in-editor game view, to be opened instantly in fullscreen mode, on any screen. Great for quick-testing the game in a realistic resolution, and maximizing the use of your screen space with your favourite Unity editor windows.



    Key Features:
    • Option to auto-enter fullscreen on play, and exit fullscreen on game stop (and vice-versa).
    • Supports Windows 10 and Mac (macOS).
    • Improved support for fullscreening Timeline and Playmaker windows (using F9).
    • Easily customizable hotkeys and settings, via a GUI settings window (shortcut Ctrl+Shift+F8).
    • Multi-display support. Each window type can be opened in fullscreen on one or more screens.
    • Supports per-monitor display scaling (hi-DPI).
    • Retains the Scene View state (lighting, world position etc.) when opening the Scene View in fullscreen.
    • Exits existing fullscreens on the same screen when opening a new one.
    • Ability to fullscreen the main Unity window. It returns to its original size when exiting fullscreen mode.
    • Cursor lock is retained when entering fullscreen game view.
    • Reloads previous fullscreen state when restarting Unity.
    • Ability to toggle the top toolbar for the game view, scene view, and main view when in fullscreen mode.
    Installation:
    No special installation is required for fullscreen functionality. Once you've imported this package into your project, all of the fullscreen hotkeys should work out-of-the-box.

    Demo Installation:
    If you want to play the demo — an optional and brief 2D tutorial on how to use this extension, please follow the instructions contained in the Readme.txt included with the package.

    Defaults:
    By default, fullscreen windows open at the current mouse position. This is adjustable in settings. When toggling fullscreen, a new fullscreen window is created if none of that type exists at the desired position. If one already exists at that position, it is closed.
    Default Hotkeys (Default Mac hotkey in brackets):
    • Toggle fullscreen for the Main Unity Window: F8 (⌘F8)
    • Toggle fullscreen for the Scene View: F10 (⌘F10)
    • Toggle fullscreen for the Game Window: F11 (⌘F11)
    • Toggle fullscreen for the focused window: F9 (⌘F9)
    • Toggle fullscreen for the window under cursor: Ctrl+F9 (⌘+⌥+F9)
    • Show toolbar while in fullscreen: F12 (⌘F12)
    • Close all fullscreen windows: Ctrl+F8 (⌘+⌥+F8)
    Menu Items:
    There is a menu-item for every fullscreen hotkey, located in the menu bar under the "Window" menu.

    Settings:
    Settings and hotkeys can be changed in the graphical "Fullscreen Window Settings" window. You can access this through the Edit menu, by going to "Edit >> Fullscreen Window Settings...". Alternatively you can use the hotkey Ctrl+Shift+F8 to immediately open the settings window.
    Here you can change:
    • The hotkeys for creating and closing fullscreen editor windows.
    • The position where each window type will enter fullscreen. (At the current window position, mouse
    • position, or a custom position). This determines which screen the fullscreen window will open on.
    • Whether to show the top toolbar by default, when entering fullscreen mode. (Only applies to Scene View, Game View, and Main Window, which have top toolbars).
    • The hotkey for showing/hiding the top toolbar, if one exists, when in fullscreen mode.
    • The hotkey for closing all fullscreen windows.
    • Options to link game start and stop events to exiting and entering of a fullscreen game window.
    • Whether to show a notification on fullscreen entry.
    Additional Comments:
    • Source code is included, along with code usage information in the Readme.
    • Bug reports or suggestions are welcome!
    • I'm happy to answer any questions either through the support email (support@crystalconflux.com), or here on the forum.
     
    Last edited: Nov 23, 2018
  2. CrystalConflux

    CrystalConflux

    Joined:
    May 25, 2017
    Posts:
    76
    Version History:

    v1.0

    • Initial Release
    v1.01
    • Prevented an error which could occur when the demo was present but not in use.
    v1.1
    • Added support for Unity 5.0-5.3. (Now supports Unity 5.0-5.6 and Unity 2017).
    • Moved all of the menu items (including fullscreen settings) to "Window >> Editor Window Fullscreen".
    • New settings window colours for the professional (dark) skin.
    • Fixed a bug where a fullscreen SceneView would not reset the audio enabled status on other scene views when it should.
    v1.2.3
    • Added support for Mac OS.
    • Updated to support Unity 2018.
    • Added option to show a notification when fullscreen is entered.
    • Added option to close all other game views when entering a fullscreen game view (to improve FPS).
    • Added option to unfocus the docked game view when entering a fullscreen game view (to improve FPS).
    • Support for fullscreening Project, Timeline, and Playmaker windows.
    • Added a Debugging mode which can be enabled through the options.
    • Fix folder structure to allow first-pass compiling and other-language support. (Prevents the extension from adding to your project compile time)
    • Various minor bugfixes.
    v1.2.4
    • Fixed a fatal compile-time error which occurred when running the editor with a non Windows/Mac/Linux build target.
     
    Last edited: Dec 17, 2018
  3. TonyLi

    TonyLi

    Joined:
    Apr 10, 2012
    Posts:
    8,889
    Looks useful! I just bought a license. Is there anything that would prevent this from running in Unity 5.2.3? It would be helpful in a project I'm involved with that's still on 5.2.3.
     
  4. CrystalConflux

    CrystalConflux

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    May 25, 2017
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    Hi Tony, I hope you find it useful!

    I uploaded the extension with 5.4 and have tested it up to 5.6.

    It uses some reflection and methods which were only recently introduced. I know that 5.0 currently doesn't work with it, but it's possible that 5.2.3 works. However, I haven't tested 5.2.3 as of yet.

    I'm considering adding support for every version back until 5.0. I'll let you know how that goes.
     
    TonyLi likes this.
  5. TonyLi

    TonyLi

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    I'll test it out with a 5.2.3 project next week and let you know how it goes.
     
    CrystalConflux likes this.
  6. CrystalConflux

    CrystalConflux

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    Alright, thanks!
     
  7. TonyLi

    TonyLi

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    Apr 10, 2012
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    8,889
    BTW, the min version is Unity 5.4.0.

    According to Sabresaurus's invaluable Unity API Versioner, UnityEditor.SceneView.SceneViewState.showImageEffects was introduced in 5.4.0.

    One request: Would you please organize all the menu items under a submenu of the Window menu? In a project with a lot of editor plugins, 7 extra menu items takes up a lot of real estate.
     
  8. CrystalConflux

    CrystalConflux

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    May 25, 2017
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    Good to know! I'll work towards copying the SceneViewState in its entirety regardless of how many fields it has, in order to account for previous versions, as well as future versions of Unity which have extra states.

    Regarding your request: Sounds like a good idea; I'll consolidate them into a single "Fullscreen" submenu.
     
    TonyLi likes this.
  9. CrystalConflux

    CrystalConflux

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    Almost finished adding support for versions back to 5.0. Aiming to upload later this week.

    Also fixed the settings window for the pro skin:

     
    TonyLi likes this.
  10. CrystalConflux

    CrystalConflux

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    May 25, 2017
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    I've just uploaded the new version (v1.1). Hopefully it'll show up on the asset store before too long.

    Changes:
    - Added support for Unity 5.0-5.3. (Now supports Unity 5.0-5.6 and Unity 2017).
    - Moved all of the menu items (including fullscreen settings) to "Window >> Editor Window Fullscreen".
    - New settings window colours for the professional (dark) skin.
    - Fixed a bug where a fullscreen SceneView would not reset the audio enabled status on other scene views when it should.
     
    TonyLi likes this.
  11. CrystalConflux

    CrystalConflux

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    Alright, version 1.1 is up!
     
  12. CrystalConflux

    CrystalConflux

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    May 25, 2017
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    I was messing around with Playmaker, I put it in fullscreen as it's much easier to edit the node graph that way. However it's causing errors when I do this, I think because Playmaker only supports one open window at a time. I'll look into a fix for the next update.
     
  13. Lars-Steenhoff

    Lars-Steenhoff

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    Does it work on Mac?
     
  14. CrystalConflux

    CrystalConflux

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    Sadly I haven't got around to testing this yet as I don't have access to a Mac right now. If you're willing to test it on Mac and let me know the results, I'm happy to send you a free copy.
     
    Lars-Steenhoff likes this.
  15. Lars-Steenhoff

    Lars-Steenhoff

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    sure I will be happy to test it out, thanks
     
    CrystalConflux likes this.
  16. vertxxyz

    vertxxyz

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    Oct 29, 2014
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    30
    Hi, wonderful extension.
    Just a heads up there'll be some errors (I'm in 2017.2.0b8) in 2017.2 (CrystalConflux informs me that apparently this is a local problem and not unity versions, they're looking into it now), where WithMainWindow in SystemDisplay.cs returns null. A temp fix can just return the first array index instead for anyone with this issue.

    I'd appreciate for neatness's sake if the next version could have the settings window in the Preferences panel ([PreferenceItem],) and the shortcuts appended to Window/Layout; but this is not essential.

    Thanks :)
     
    Last edited: Aug 30, 2017
  17. CrystalConflux

    CrystalConflux

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    Thanks for the heads up. I'll look into it.
     
  18. brisingre

    brisingre

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    Just bought this and it works great! I love the ability to run the game automatically when I open a fullscreen game view.

    One thing that would be very useful to me is the ability to dock windows to fullscreen windows. For example, I'd like to be able to have my probuilder tools on the same monitor as a fullscreen editor window, or a fullscreen Archimatix graph with the Archimatix toolbar windows docked to it. It might be possible to do this already and I'm just doing it wrong, but it seems that I can only have docked windows on one monitor, with the main unity window.
     
  19. CrystalConflux

    CrystalConflux

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    You're right, dockable fullscreen windows, or at least properly-maximizable ones would be great. Right now it's possible in Unity to maximize a window and dock others to it (Drag a window from the main window to your other screen, then drag another window on top of it), but it doesn't fit the screen nicely, at least on Windows.

    I'm currently working on finishing the Mac support, but hopefully I can add the ability to fullscreen an entire dock in future. It's on the list, anyway :).
     
    brisingre likes this.
  20. brisingre

    brisingre

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    Excellent news.

    Thanks for the great tool. This is, like, the first thing I install in every new project now.
     
  21. Ravery

    Ravery

    Joined:
    Mar 5, 2016
    Posts:
    15
    The fullscreen option reduces my FPS from ~80 to ~28. Can you help me solve the problem?

    Another error is "Open Fullscreen on game start", which, when I set it to anything but "None" will start the game, but it is paused immediately due the following error:

    NullReferenceException: Object reference not set to an instance of an object
    EditorWindowFullscreen.EditorWindowExtensions.MakeFullscreenWindow (UnityEditor.EditorWindow editorWindow, Boolean hideTopToolbar, Vector2 atPosition) (at Assets/Editor Window Fullscreen/Scripts/Editor/Internals/EditorWindowExtensions.cs:267)
    EditorWindowFullscreen.EditorWindowExtensions.SetFullscreen (UnityEditor.EditorWindow editorWindow, Boolean setFullscreen, Vector2 atPosition) (at Assets/Editor Window Fullscreen/Scripts/Editor/Internals/EditorWindowExtensions.cs:137)
    EditorWindowFullscreen.EditorWindowExtensions.ToggleFullscreen (UnityEditor.EditorWindow editorWindow, Vector2 atPosition) (at Assets/Editor Window Fullscreen/Scripts/Editor/Internals/EditorWindowExtensions.cs:222)
    EditorWindowFullscreen.EditorFullscreenState.ToggleFullscreen (EditorWindowFullscreen.WindowFullscreenState windowState, Boolean createNewWindow, Vector2 atPosition) (at Assets/Editor Window Fullscreen/Scripts/Editor/Internals/EditorFullscreenState.cs:810)
    EditorWindowFullscreen.EditorFullscreenState.ToggleFullscreen (System.Type windowType, Boolean createNewWindow, Vector2 atPosition, Boolean showTopToolbar, Boolean triggeredOnPlayStateChange) (at Assets/Editor Window Fullscreen/Scripts/Editor/Internals/EditorFullscreenState.cs:758)
    EditorWindowFullscreen.EditorFullscreenState.ToggleFullscreen (System.Type windowType, Vector2 atPosition, Boolean showTopToolbar, Boolean triggeredOnPlayStateChange) (at Assets/Editor Window Fullscreen/Scripts/Editor/Internals/EditorFullscreenState.cs:749)
    EditorWindowFullscreen.EditorFullscreenState.ToggleFullscreenAtOptionsSpecifiedPosition (UnityEditor.EditorWindow editorWin, System.Type windowType, FullscreenOption fullscreenOptions, Boolean triggeredOnPlayStateChange) (at Assets/Editor Window Fullscreen/Scripts/Editor/Internals/EditorFullscreenState.cs:673)
    EditorWindowFullscreen.EditorFullscreenController.ToggleGameViewFullscreen (Boolean triggeredOnPlayStateChange) (at Assets/Editor Window Fullscreen/Scripts/Editor/Controller/EditorFullscreenController.cs:70)
    EditorWindowFullscreen.EditorFullscreenController.PlayModeStateChanged () (at Assets/Editor Window Fullscreen/Scripts/Editor/Controller/EditorFullscreenController.cs:386)
    UnityEditor.EditorApplication.Internal_PlayModeStateChanged (PlayModeStateChange state) (at C:/buildslave/unity/build/Editor/Mono/EditorApplication.cs:215)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)
     
  22. CrystalConflux

    CrystalConflux

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    May 25, 2017
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    Hi Ravery,

    Re. the error you are experiencing, can you please let me know which version of Unity you are running?

    FPS we likely don't have much control over, that'll be affected by the efficiency of the Unity play mode player and your GPU speed. The reason your FPS is dropping is most likely because of the larger render resolution putting more stress on your GPU. You can test smaller resolutions by pushing F12 in fullscreen mode and then adding a new custom screen size in the top toolbar.
     
  23. CrystalConflux

    CrystalConflux

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    May 25, 2017
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    After playing around a bit more trying to see if I could get a large FPS drop such as you are experiencing, I found that if two Game windows are open at the same time, FPS drops drastically. To prevent this from happening, close all other game windows before opening your fullscreen Game window. Perhaps we can add an option to do this automatically in future.
     
    Last edited: Apr 19, 2018
  24. danieldixon123

    danieldixon123

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    Mar 21, 2017
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    I just imported the asset and I'm getting this error message
    Assets/Editor Window Fullscreen/Scripts/Editor/Internals/Display Detection/SystemDisplay.cs(34,35): error CS0246: The type or namespace name `MacOSDisplay' could not be found. Are you missing an assembly reference?

    How can I resolve this?
     
  25. danieldixon123

    danieldixon123

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    Im using Mac by the way is this plugin only for windows?
     
  26. CrystalConflux

    CrystalConflux

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    The current version doesn't support Mac. The next version (1.2) will support Mac but it hasn't been released yet.

    If you email me your invoice number (You can find it at https://assetstore.unity.com/orders) I can send you the beta version.
     
    Lars-Steenhoff likes this.
  27. Rotock

    Rotock

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    Jun 29, 2014
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    I have 2 screens, and my WindowsTaskbar is on the second screen.
    So then i have closed all game windows and start play mode, unity it creates a normal game window, while in play mode.
    Even when i set the settings, to start directly in full-screen, through my taskbar preview window,
    i can see that unity is alway opening the normal game window in background.

    Is there a way to prevent this. 2 Rendering screens is a bit much especially with post progressing.

    Also, the fullscreen window seems to have the priority for Screen.width and Screen.height
     
  28. luigis

    luigis

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    Oct 30, 2013
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    Hi, I've just buyed your asset. I need to make 6 game view in full screen but is not working, just 2 windows are full screen. Do you know a good way to make all 6 game view full screen?

    Thanks a lot
     
  29. CrystalConflux

    CrystalConflux

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    Usually if a game window is already open when the game starts, Unity won't open a new one. So if you open the game window first, it shouldn't create a new one. Have you tried that? Try change the settings to start the game when fullscreen is entered. Or, first create a fullscreen, make sure there is only one game view, then push Ctrl+P to play.

    Hi luigis. Could you elaborate? Do you have 6 monitors connected and you want a fullscreen game on each? In that case, to avoid the previously mentioned FPS issues, it would be best to use screen duplication to mirror the fullscreen to the rest of your displays. (In your Windows display settings set your 6 monitors to "Duplicate these displays").
     
  30. CrystalConflux

    CrystalConflux

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    The macOS support update (v1.2.3) has been submitted to the asset store (but is not yet live). There are a few other changes too, including an option to automatically close/unfocus secondary game views to improve FPS.

    Also, I had to cease support for Unity 5.0 because it was having crashes with this version. The minimum version of Unity is now 5.5. However, if you own the asset and have an old project which is still pre-5.5, I can send you the old version on request.

    Changes:
    - Added support for Mac OS.
    - Updated to support Unity 2018.
    - Added option to show a notification when fullscreen is entered.
    - Added option to close all other game views when entering a fullscreen game view (to improve FPS).
    - Added option to unfocus the docked game view when entering a fullscreen game view (to improve FPS).
    - Support for fullscreening Project, Timeline, and Playmaker windows.
    - Added a Debugging mode which can be enabled through the options.
    - Fix folder structure to allow first-pass compiling and other-language support. (Prevents the extension from adding to your project compile time)
    - Various minor bugfixes.
     
    Lars-Steenhoff likes this.
  31. CrystalConflux

    CrystalConflux

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    May 25, 2017
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    Update: v1.2.3 is now live.


    Now with support for Mac OS, Unity 2018, Project browser, Timeline window, Playmaker window, and all-new options.
     
    Last edited: Sep 7, 2018
    Lars-Steenhoff likes this.
  32. francoislaberge

    francoislaberge

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    Nov 26, 2017
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    I'm having the following error on macOS, after just downloading the latest of Editor Window Fullscreen

    Assets/Plugins/Editor Window Fullscreen/Scripts/Editor/Internals/EditorWindowExtensions.cs(325,29): error CS0161: `EditorWindowFullscreen.EditorWindowExtensions.MakeFullscreenWindow(this UnityEditor.EditorWindow, bool, UnityEngine.Vector2)': not all code paths return a value​
     
  33. CrystalConflux

    CrystalConflux

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    We've discovered what this issue was.

    It is fixed in v1.2.4 which will be live soon. If you need the fix now, send me a PM or email with your invoice number.

    v1.2.4 fix:
    - Fixed a fatal compile-time error which occurred when running the editor with a non Windows/Mac/Linux build target.
     
    Lars-Steenhoff likes this.
  34. CrystalConflux

    CrystalConflux

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    v1.2.4 is now live.