At the time of this writing if you are rendering to a render target that is of different size than your game, then you may see that either:
Your game may not occup the entire screen
Interacting with objects in your game may not align properly
You can solve this by disabling render targets in your game. For example, your draw code may look something like this:
// make the engine draw to the bufferGraphicsDevice.SetRenderTarget(buffer);GeneratedDrawEarly(gameTime);FlatRedBallServices.Draw();GeneratedDraw(gameTime);// reset the render target to nullGraphicsDevice.SetRenderTarget(null);// draw the buffer to the screenspriteBatch.Begin(SpriteSortMode.Immediate,BlendState.AlphaBlend);var destinationRectangle =newRectangle(0,0,buffer.Width,buffer.Height);spriteBatch.Draw(buffer, destinationRectangle,Color.White);spriteBatch.End();base.Draw(gameTime);
You can optionally render to a render target if not in edit mode. For example, after you change your code it might look like this:
if(!ScreenManager.IsInEditMode){ // make the engine draw to the bufferGraphicsDevice.SetRenderTarget(buffer);}GeneratedDrawEarly(gameTime);FlatRedBallServices.Draw();GeneratedDraw(gameTime);if(!ScreenManager.IsInEditMode){ // reset the render target to nullGraphicsDevice.SetRenderTarget(null); // draw the buffer to the screenspriteBatch.Begin(SpriteSortMode.Immediate,BlendState.AlphaBlend); //spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, effect: activeEffect);var destinationRectangle =newRectangle(0,0,buffer.Width,buffer.Height);spriteBatch.Draw(buffer, destinationRectangle,Color.White);spriteBatch.End();}base.Draw(gameTime);
Note that future versions of FlatRedBall may provide options for handling render target scaling with the cursor, but as of the time of this writing this is not yet supported.