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Split-screen layouts for local multiplayer

In your harnessGodot componentMIT

Compute view rectangles for one to many local players (halves, one wide plus two, grids with full-width last rows), with gaps between views, and place Control nodes such as SubViewportContainers on them.

Files, names only

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • baltor_test.gd
  • component.json
  • inspect_gdscript.py
  • run_tests.gd
  • split_screen_layout.gd
  • test_package.py
  • tests/test_split_screen_layout.gd
  • verification/native.json

Full files in your harness.

What it takes and gives

Class
BaltorSplitScreen, extends RefCounted
Methods
layout(count: int, screen: Rect2, stacked: bool = false, gap: float = 0.0) -> Array[Rect2]; arrange(controls: Array, screen: Rect2, stacked: bool = false, gap: float = 0.0) -> int
Placement
res://baltor/godot_components/split_screen_layout/

Limits. Rectangles only; creating SubViewports, cameras and input routing per player is up to you. Views in a grid differ in size when the last row is short. Verified with Godot 4.7.2 headless; written against the Godot 4.3 API.

Details

Kind
Godot component
Engine
Godot 4.3 or later
Files
11 files, 72.0 KB
Licence
MIT
Declared effects
reads files, runs commands
Checked with
Godot 4.7.2, headless
Checks
godot parse check only, godot gdscript tests, godot tests reject gutted component, godot editor import, godot contract reflection, godot readme usage compiles
Techniques
screen partitioning, grid layout with gaps
Tags
split screen, multiplayer, local coop, layout, viewport, ui
Identity
library.supply.creative_originals.a116c107c84ec658ebd6c7d5.27a7684b0b5adfb3
Version
27a7684b0b5adfb3a8c7ea49bad041f3c858b7902f4bb485f380d4a17605b802

The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.

Something wrong with this item, its rights or its safety? Report it on the support page, or from your harness after a download.