123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254 |
- .. _doc_troubleshooting:
- Troubleshooting
- ===============
- This page lists common issues encountered when using Godot and possible solutions.
- .. seealso::
- See :ref:`doc_using_the_web_editor` for caveats specific to the Web version
- of the Godot editor.
- The editor runs slowly and uses all my CPU and GPU resources, making my computer noisy
- --------------------------------------------------------------------------------------
- This is a known issue, especially on macOS since most Macs have Retina displays.
- Due to Retina displays' higher pixel density, everything has to be rendered at a
- higher resolution. This increases the load on the GPU and decreases perceived
- performance.
- There are several ways to improve performance and battery life:
- - In 3D, click the **Perspective** button in the top left corner and enable
- **Half Resolution**. The 3D viewport will now be rendered at half resolution,
- which can be up to 4 times faster.
- - Open the Editor Settings and increase the value of **Low Processor Mode Sleep (µsec)**
- to ``33000`` (30 FPS). This value determines the amount of *microseconds*
- between frames to render. Higher values will make the editor feel less reactive,
- but will help decrease CPU and GPU usage significantly.
- - If you have a node that causes the editor to redraw continuously (such as
- particles), hide it and show it using a script in the ``_ready()`` method.
- This way, it will be hidden in the editor, but will still be visible in the
- running project.
- The editor stutters and flickers on my variable refresh rate monitor (G-Sync/FreeSync)
- --------------------------------------------------------------------------------------
- This is a `known issue <https://github.com/godotengine/godot/issues/38219>`__.
- Variable refresh rate monitors need to adjust their gamma curves continuously to
- emit a consistent amount of light over time. This can cause flicker to appear in
- dark areas of the image when the refresh rate varies a lot, which occurs as
- the Godot editor only redraws when necessary.
- There are several workarounds for this:
- - Enable **Interface > Editor > Update Continuously** in the Editor Settings. Keep in mind
- this will increase power usage and heat/noise emissions since the editor will
- now be rendering constantly, even if nothing has changed on screen. To
- alleviate this, you can increase **Low Processor Mode Sleep (µsec)** to
- ``33000`` (30 FPS) in the Editor Settings. This value determines the amount of
- *microseconds* between frames to render. Higher values will make the editor
- feel less reactive, but will help decrease CPU and GPU usage significantly.
- - Alternatively, disable variable refresh rate on your monitor or in the graphics driver.
- - VRR flicker can be reduced on some displays using the **VRR Control** or
- **Fine Tune Dark Areas** options in your monitor's OSD. These options may
- increase input lag or result in crushed blacks.
- - If using an OLED display, use the **Black (OLED)** editor theme preset in the
- Editor Settings. This hides VRR flicker thanks to OLED's perfect black levels.
- The editor or project takes a very long time to start
- -----------------------------------------------------
- When using one of the Vulkan-based renderers (Forward+ or Forward Mobile),
- the first startup is expected to be relatively long. This is because shaders
- need to be compiled before they can be cached. Shaders also need to be cached
- again after updating Godot, after updating graphics drivers or after switching
- graphics cards.
- If the issue persists after the first startup, this is a
- `known bug <https://github.com/godotengine/godot/issues/20566>`__ on
- Windows when you have specific USB peripherals connected. In particular,
- Corsair's iCUE software seems to cause this bug. Try updating your USB
- peripherals' drivers to their latest version. If the bug persists, you need to
- disconnect the specific peripheral before opening the editor. You can then
- connect the peripheral again.
- Firewall software such as Portmaster may also cause the debug port to be
- blocked. This causes the project to take a long time to start, while being
- unable to use debugging features in the editor (such as viewing ``print()``
- output). You can work this around by changing the debug port used by the project
- in the Editor Settings (**Network > Debug > Remote Port**). The default is
- ``6007``; try another value that is greater than ``1024``, such as ``7007``.
- On Windows, when loading the project for the first time after the PC is turned on,
- Windows Defender will cause the filesystem cache validation on project startup
- to take significantly longer. This is especially noticeable in projects with a
- large number of files. Consinder adding the project folder to the list of exclusions
- by going to Virus & threat protection > Virus & threat protection settings >
- Add or remove exclusions.
- The Godot editor appears frozen after clicking the system console
- -----------------------------------------------------------------
- When running Godot on Windows with the system console enabled, you can
- accidentally enable *selection mode* by clicking inside the command window. This
- Windows-specific behavior pauses the application to let you select text inside
- the system console. Godot cannot override this system-specific behavior.
- To solve this, select the system console window and press Enter to leave
- selection mode.
- The Godot editor's macOS dock icon gets duplicated every time it is manually moved
- ----------------------------------------------------------------------------------
- If you open the Godot editor and manually change the position of the dock icon,
- then restart the editor, you will get a duplicate dock icon all the way to the
- right of the dock.
- This is due to a design limitation of the macOS dock. The only known way to
- resolve this would be to merge the project manager and editor into a single
- process, which means the project manager would no longer spawn a separate
- process when starting the editor. While using a single process instance would
- bring several benefits, it isn't planned to be done in the near future due to
- the complexity of the task.
- To avoid this issue, keep the Godot editor's dock icon at its default location
- as created by macOS.
- Some text such as "NO DC" appears in the top-left corner of the Project Manager and editor window
- -------------------------------------------------------------------------------------------------
- This is caused by the NVIDIA graphics driver injecting an overlay to display information.
- To disable this overlay on Windows, restore your graphics driver settings to the
- default values in the NVIDIA Control Panel.
- To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen 0 >
- OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**.
- A microphone or "refresh" icon appears in the bottom-right corner of the Project Manager and editor window
- ----------------------------------------------------------------------------------------------------------
- This is caused by the NVIDIA graphics driver injecting an overlay to display
- instant replay information on ShadowPlay recording. This overlay can only be
- seen on Windows, as Linux does not have support for ShadowPlay.
- To disable this overlay, press :kbd:`Alt + Z` (default shortcut for the NVIDIA overlay)
- and disable **Settings > HUD Layout > Status Indicator** in the NVIDIA overlay.
- Alternatively, you can install the `new NVIDIA app
- <https://www.nvidia.com/en-us/software/nvidia-app/>` which replaces GeForce
- Experience and does not suffer from this issue. Unlike GeForce Experience, the
- NVIDIA app draws the replay indicator in the corner of the screen as opposed to
- the corner of each window.
- The editor or project appears overly sharp or blurry
- ----------------------------------------------------
- .. figure:: img/troubleshooting_graphics_driver_sharpening.webp
- :align: center
- :alt: Correct appearance (left), oversharpened appearance due to graphics driver sharpening (right)
- Correct appearance (left), oversharpened appearance due to graphics driver sharpening (right)
- If the editor or project appears overly sharp, this is likely due to image
- sharpening being forced on all Vulkan or OpenGL applications by your graphics
- driver. You can disable this behavior in the graphics driver's control panel:
- - **NVIDIA (Windows):** Open the start menu and choose **NVIDIA Control Panel**.
- Open the **Manage 3D settings** tab on the left. In the list in the middle,
- scroll to **Image Sharpening** and set it to **Sharpening Off**.
- - **AMD (Windows):** Open the start menu and choose **AMD Software**. Click the
- settings "cog" icon in the top-right corner. Go to the **Graphics** tab then
- disable **Radeon Image Sharpening**.
- If the editor or project appears overly blurry, this is likely due to
- :abbr:`FXAA (Fast Approximate AntiAliasing)` being forced on all Vulkan or
- OpenGL applications by your graphics driver.
- - **NVIDIA (Windows):** Open the start menu and choose **NVIDIA Control Panel**.
- Open the **Manage 3D settings** tab on the left. In the list in the middle,
- scroll to **Fast Approximate Antialiasing** and set it to **Application
- Controlled**.
- - **NVIDIA (Linux):** Open the applications menu and choose **NVIDIA X Server
- Settings**. Select to **Antialiasing Settings** on the left, then uncheck
- **Enable FXAA**.
- - **AMD (Windows):** Open the start menu and choose **AMD Software**. Click the
- settings "cog" icon in the top-right corner. Go to the **Graphics** tab,
- scroll to the bottom and click **Advanced** to unfold its settings. Disable
- **Morphological Antialiasing**.
- Third-party vendor-independent utilities such as vkBasalt may also force
- sharpening or FXAA on all Vulkan applications. You may want to check their
- configuration as well.
- After changing options in the graphics driver or third-party utilities, restart
- Godot to make the changes effective.
- If you still wish to force sharpening or FXAA on other applications, it's
- recommended to do so on a per-application basis using the application profiles
- system provided by graphics drivers' control panels.
- The editor or project appears to have washed out colors
- -------------------------------------------------------
- On Windows, this is usually caused by incorrect OS or monitor settings, as Godot
- currently does not support :abbr:`HDR (High Dynamic Range)` *output*
- (even though it may internally render in HDR).
- As `most displays are not designed to display SDR content in HDR mode <https://tftcentral.co.uk/articles/heres-why-you-should-only-enable-hdr-mode-on-your-pc-when-you-are-viewing-hdr-content>`__,
- it is recommended to disable HDR in the Windows settings when not running applications
- that use HDR output. On Windows 11, this can be done by pressing
- :kbd:`Windows + Alt + B` (this shortcut is part of the Xbox Game Bar app).
- To toggle HDR automatically based on applications currently running, you can use
- `AutoActions <https://github.com/Codectory/AutoActions>`__.
- If you insist on leaving HDR enabled, it is possible to somewhat improve the
- result by ensuring the display is configured to use :abbr:`HGIG (HDR Gaming Interest Group)`
- tonemapping (as opposed to :abbr:`DTM (Dynamic Tone Mapping)`), then
- `using the Windows HDR calibration app <https://support.microsoft.com/en-us/windows/calibrate-your-hdr-display-using-the-windows-hdr-calibration-app-f30f4809-3369-43e4-9b02-9eabebd23f19>`__.
- It is also strongly recommended to use Windows 11 instead of Windows 10 when using HDR.
- The end result will still likely be inferior to disabling HDR on the display, though.
- .. UPDATE: Planned feature. When HDR output is implemented, remove or update
- .. this paragraph.
- Support for HDR *output* is planned in a future release.
- The editor/project freezes or displays glitched visuals after resuming the PC from suspend
- ------------------------------------------------------------------------------------------
- This is a known issue on Linux with NVIDIA graphics when using the proprietary
- driver. There is no definitive fix yet, as suspend on Linux + NVIDIA is often
- buggy when OpenGL or Vulkan is involved. The Compatibility rendering method
- (which uses OpenGL) is generally less prone to suspend-related issues compared
- to the Forward+ and Forward Mobile rendering methods (which use Vulkan).
- The NVIDIA driver offers an *experimental*
- `option to preserve video memory after suspend <https://wiki.archlinux.org/title/NVIDIA/Tips_and_tricks#Preserve_video_memory_after_suspend>`__
- which may resolve this issue. This option has been reported to work better with
- more recent NVIDIA driver versions.
- To avoid losing work, save scenes in the editor before putting the PC to sleep.
- The project works when run from the editor, but fails to load some files when running from an exported copy
- -----------------------------------------------------------------------------------------------------------
- This is usually caused by forgetting to specify a filter for non-resource files
- in the Export dialog. By default, Godot will only include actual *resources*
- into the PCK file. Some files commonly used, such as JSON files, are not
- considered resources. For example, if you load ``test.json`` in the exported
- project, you need to specify ``*.json`` in the non-resource export filter. See
- :ref:`doc_exporting_projects_export_mode` for more information.
- Also, note that files and folders whose names begin with a period will never be
- included in the exported project. This is done to prevent version control
- folders like ``.git`` from being included in the exported PCK file.
- On Windows, this can also be due to :ref:`case sensitivity
- <doc_project_organization_case_sensitivity>` issues. If you reference a resource
- in your script with a different case than on the filesystem, loading will fail
- once you export the project. This is because the virtual PCK filesystem is
- case-sensitive, while Windows's filesystem is case-insensitive by default.
|