Desktop Port Testing Checklist (load on demand)
MANDATORY before declaring a mobile→desktop port complete — run every row on target PC hardware.
Input & aim
- Mouse controls feel precise (no acceleration issues)
- All mobile touch controls have keyboard/mouse equivalents via
desktop_input_adapter.gd - FPS / orbit look uses
mouse_capture_look.gdwhen decision tree routes aim/Look there (adapter alone is not enough) - Pinch zoom replaced by
scroll_wheel_zoom.gdwhere applicable - Rebindable keys persist via
keybinding_remapper.gd
UI & hover
-
desktop_ui_scaler.gdshrinks thumb-sized Controls without layout breaks -
hover_bridge.gdrestores hover/focus affordances on menus and tooltips - Expanded desktop HUD (hotbar/chat/minimap) fits at 1080p and ultrawide
Window & graphics
- Graphics settings menu works correctly
- Fullscreen, windowed, and borderless modes function (
dynamic_window_manager.gd) - Multi-monitor placement works (
multi_monitor_handling.gd) - Resolution changes do not crash or distort UI (
resolution_dropdown.gd) - VSync toggle works (
uncapped_framerate.gd) - Settings persist across sessions (ConfigFile)
Quit & save
- Quit confirmation can save (
quit_confirmation.gd+set_auto_accept_quit(false))
Do NOT Load
- Touch-only joystick tutorials — mobile leftovers
- Full OS desktop APIs — route to godot-platform-desktop after this checklist passes