| name | godot-platform-desktop |
| description | Expert blueprint for desktop platforms (Windows/Linux/macOS) covering keyboard/mouse controls, settings menus, window management (fullscreen, resolution), keybind remapping, and Steam integration. Use when targeting PC platforms or implementing desktop-specific features. Keywords desktop, Windows, Linux, macOS, settings, keybinds, ConfigFile, DisplayServer, Steam, fullscreen. |
Platform: Desktop
Settings flexibility, window management, and kb/mouse precision define desktop gaming.
NEVER Do (Expert Desktop Rules)
Window & Display
- NEVER hardcode resolution or fullscreen modes — Always provide a settings menu with resolution + mode toggle.
- NEVER ignore DPI scale factors — Use
DisplayServer.screen_get_scale() / usable rects.
- NEVER skip a borderless window option — Offer
WINDOW_MODE_FULLSCREEN (borderless) for multi-monitor focus.
Input & Persistence
- NEVER use
keycode for movement rebinds — Use physical_keycode for AZERTY/Dvorak.
- NEVER save settings or user data to
res:// — Always user://.
- NEVER skip
NOTIFICATION_WM_CLOSE_REQUEST — Flush ConfigFile before get_tree().quit().
Performance & Integration
- NEVER run utility tools at max framerate — Enable
OS.low_processor_usage_mode for static tools.
- NEVER call proprietary SDKs (Steam/Epic) directly — Wrap with
Engine.has_singleton() guards.
- NEVER block the main thread with massive I/O — Offload to
WorkerThreadPool.
Available Scripts
MANDATORY: Read the appropriate script before implementing the corresponding pattern. Do not paste inline settings/rebind/Steam tutorials — the scripts are the golden path.
Expert DPI-aware multi-monitor window positioning using DisplayServer.
Production settings persistence using ConfigFile for persistent INI data.
Expert positional rebind system using physical_keycode for AZERTY/Dvorak.
Safe PC SDK singleton wrapper (Steamworks/Epic) with crash guards.
Expert native OS file dialogs and system alerts logic.
True multi-window management for secondary Viewports/Windows.
Safe close-request interceptor for data flushing and exit guards.
Eco mode optimization for desktop tools and launchers.
OS-level hardware detection for dynamic graphics presets.
Expert native shell command execution and output capture.
Desktop Golden Path (MANDATORY scripts)
- Resolution / stretch — use the mini-tree below, then MANDATORY desktop_window_manager.gd.
- Window / DPI — MANDATORY desktop_window_manager.gd: multi-monitor position, scale, mode restore.
- ConfigFile settings — MANDATORY desktop_settings_persistent.gd: graphics/audio/window under
user://.
- Physical rebinds — MANDATORY physical_input_rebinder.gd:
physical_keycode only.
- Close flush — MANDATORY graceful_shutdown_handler.gd:
NOTIFICATION_WM_CLOSE_REQUEST → save → quit.
- Store SDK — MANDATORY platform_sdk_wrapper.gd before any store call:
if Engine.has_singleton("Steam") → Steam API; elif Engine.has_singleton("EOS") → Epic; else no-op stub. Gate features with export feature tags (steam / epic).
Resolution / stretch mini-tree
| Player need | Window mode | Script hook |
|---|
| Fullscreen game, alt-tab friendly | WINDOW_MODE_FULLSCREEN (borderless) | desktop_window_manager.gd |
| Exclusive fullscreen (lowest latency) | WINDOW_MODE_EXCLUSIVE_FULLSCREEN | Same — persist choice in ConfigFile |
| Windowed / multi-monitor drag | WINDOW_MODE_WINDOWED + usable rect / DPI scale | Same + desktop_settings_persistent.gd |
CI smoke: headless --path . --quit-after 1 with settings round-trip write/read under user:// before merge (pairs with godot-export-builds).
Expert Callouts (keep short — not full tutorials)
1. Alt-Tab stuck-input guard
On NOTIFICATION_APPLICATION_FOCUS_OUT, pause and Input.action_release held movement actions so OS-swallowed key-ups do not strand velocity.
2. Desktop launcher note
Lightweight launcher projects may OS.create_process the main pack after writing user://settings.cfg; pair with low_processor_eco_mode.gd while idle in menus.
Deep dives (on demand)
Reference
Progressive disclosure: open Official Documentation links only when researching a specific API;
load Related Skills when routing work to a peer domain — do not preload the whole lattice.
Official Documentation
- DisplayServer — Window modes,
screen_get_scale / usable rects, and native file-dialog features behind multi-monitor and HiDPI desktop settings.
- Multiple resolutions — Stretch modes, aspect, and content scale so resolution dropdowns stay sharp across 1080p–4K displays.
- Handling quit requests —
NOTIFICATION_WM_CLOSE_REQUEST / set_auto_accept_quit(false) so Alt+F4 and window-close flush ConfigFile before exit.
- ConfigFile — INI-style persistence for graphics, audio, and window state under
user://.
- File paths in Godot projects — Why settings and saves must use
user:// (exported res:// is read-only).
- InputEventKey —
physical_keycode vs keycode so WASD rebinds survive AZERTY/Dvorak layouts.
- InputMap — Runtime
action_erase_events / action_add_event for desktop rebind UIs.
- Using InputEvent — Focus-loss stuck-key pitfalls (
NOTIFICATION_APPLICATION_FOCUS_OUT) when Alt-Tabbing on PC.
- Window — Secondary/tool windows and mode/size/position restore for true multi-window desktop apps.
- OS —
low_processor_usage_mode, create_process / execute, and alert for launchers and native shell hooks.
- Creating applications — Desktop-style app chrome, dialogs, and quit UX beyond game-only loops.
- Engine —
has_singleton / get_singleton guards so Steam/Epic GDExtensions never crash standalone builds.
Related Skills
Prerequisites
- godot-project-foundations — Display stretch, feature tags (
windows/linux/macos), and project defaults every desktop settings menu depends on.
- godot-input-handling — InputEvent buffering and action design before wiring
physical_keycode rebind UIs.
- godot-ui-containers — Settings screens, dropdowns, and remapper rows that stay layout-correct across resolutions.
Complements
Downstream / consumers
- godot-export-builds — Windows/Linux/macOS export presets, icons, and store packaging once desktop settings and SDK wrappers are stable.
- godot-platform-mobile — Sibling platform skill for dual-target projects that must not assume desktop quit/window APIs on phones.
- godot-platform-web — Browser constraints (no multi-window / limited shell) when shipping the same settings stack to HTML5.
Master
- godot-master — Library router and mirrored module entry for discovering this platform skill beside sibling domains.