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@fnuecke
Created March 27, 2020 16:23
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#if UNITY_EDITOR
using System;
using System.Reflection;
using UnityEditor;
using UnityEngine;
/// <summary>
/// Little utility for opening a "Game" view in fullscreen. Will be opened on whatever Unity thinks is the "main"
/// monitor at the moment. The hotkey will toggle the window; however, if for some reason this breaks, fullscreen
/// windows can be closed via Alt+F4 as long as the editor is not in play mode.
/// </summary>
/// <remarks>
/// Confirmed to work in Unity 2019 and 2020. May work in earlier and later versions. No promises.
/// </remarks>
public static class FullscreenGameView
{
static readonly Type GameViewType = Type.GetType("UnityEditor.GameView,UnityEditor");
static readonly PropertyInfo ShowToolbarProperty = GameViewType.GetProperty("showToolbar", BindingFlags.Instance | BindingFlags.NonPublic);
static readonly object False = false; // Only box once. This is a matter of principle.
static EditorWindow instance;
[MenuItem("Window/General/Game (Fullscreen) %#&2", priority = 2)]
public static void Toggle()
{
if (GameViewType == null)
{
Debug.LogError("GameView type not found.");
return;
}
if (ShowToolbarProperty == null)
{
Debug.LogWarning("GameView.showToolbar property not found.");
}
if (instance != null)
{
instance.Close();
instance = null;
}
else
{
instance = (EditorWindow) ScriptableObject.CreateInstance(GameViewType);
ShowToolbarProperty?.SetValue(instance, False);
var desktopResolution = new Vector2(Screen.currentResolution.width, Screen.currentResolution.height);
var fullscreenRect = new Rect(Vector2.zero, desktopResolution);
instance.ShowPopup();
instance.position = fullscreenRect;
instance.Focus();
}
}
}
#endif
@PalaNolho
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PalaNolho commented Jul 9, 2025 via email

@zrulldan
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Yeah don't use this. If you open the fullscreen Game window while not in play mode, it completely hijacks your editor instance with zero way to exit it. Exiting the project and relaunching the editor also launches the window again, so you're pretty much just stuck. Terrible.

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