When using multiple displays, UI elements in GameGuru MAX are positioned incorrectly if the game is running on a monitor that is not set as the primary display.
I am using multiple displays (2 monitors + 1 TV). When I run test a test level on a display that is not the default/primary monitor, several UI elements appear outside the visible screen area.
However, if I move the game window to the primary display, the UI appears correctly.
This suggests that some UI elements are being positioned relative to the primary monitor’s coordinate space instead of the current game viewport/window.
Affected UI elements that appear incorrectly positioned:
- interaction prompts (e.g. "Press E to use")
- crosshair
- certain HUD images
These elements appear to be offset outside the visible screen when the game is not running on the primary monitor.
Steps to reproduce:
- Use a multi-monitor setup (for example: 2 monitors or more).
- Set one monitor as the primary display in the operating system.
- Launch GameGuru MAX.
- Move the editor to a secondary monitor.
- Run Test Level.
Result:
UI elements (prompt text, crosshair, images, etc.) appear outside the visible screen area.
Expected behavior:
UI elements should always be positioned relative to the current game window/viewport, regardless of which monitor the game is running on.
The UI should render correctly on any display, not only on the primary monitor.
System setup:
- 3 displays total (2 monitors + 1 TV)
The issue only occurs when the game runs on a non-primary display
When the display used for the game becomes the primary monitor, the UI appears correctly.
This suggests that the UI positioning may be using primary display coordinates instead of the active viewport position.
Additional test:
I created a fullscreen fade sprite with Size = 200,100 and Position = -50,0.
If the game is moved to a monitor on the right side of the primary display, only the left part of the sprite appears and it enters the screen from the left, covering about half of the visible area.
This strongly suggests that sprite/UI coordinates are being calculated relative to the primary display or desktop origin, instead of the active game window/viewport.
When using multiple displays, UI elements in GameGuru MAX are positioned incorrectly if the game is running on a monitor that is not set as the primary display.
I am using multiple displays (2 monitors + 1 TV). When I run test a test level on a display that is not the default/primary monitor, several UI elements appear outside the visible screen area.
However, if I move the game window to the primary display, the UI appears correctly.
This suggests that some UI elements are being positioned relative to the primary monitor’s coordinate space instead of the current game viewport/window.
Affected UI elements that appear incorrectly positioned:
These elements appear to be offset outside the visible screen when the game is not running on the primary monitor.
Steps to reproduce:
Result:
UI elements (prompt text, crosshair, images, etc.) appear outside the visible screen area.
Expected behavior:
UI elements should always be positioned relative to the current game window/viewport, regardless of which monitor the game is running on.
The UI should render correctly on any display, not only on the primary monitor.
System setup:
The issue only occurs when the game runs on a non-primary display
When the display used for the game becomes the primary monitor, the UI appears correctly.
This suggests that the UI positioning may be using primary display coordinates instead of the active viewport position.
Additional test:
I created a fullscreen fade sprite with Size = 200,100 and Position = -50,0.
If the game is moved to a monitor on the right side of the primary display, only the left part of the sprite appears and it enters the screen from the left, covering about half of the visible area.
This strongly suggests that sprite/UI coordinates are being calculated relative to the primary display or desktop origin, instead of the active game window/viewport.