troubleshooting.rst 7.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150
  1. .. _doc_troubleshooting:
  2. Troubleshooting
  3. ===============
  4. This page lists common issues encountered when using Godot and possible solutions.
  5. .. seealso::
  6. See :ref:`doc_using_the_web_editor` for caveats specific to the HTML5 version
  7. of the Godot editor.
  8. Everything I do in the editor or project manager appears delayed by one frame.
  9. ------------------------------------------------------------------------------
  10. This is a `known bug <https://github.com/godotengine/godot/issues/23069>`__ on
  11. Intel graphics drivers on Windows. Updating to the latest graphics driver
  12. version *provided by Intel* should fix the issue.
  13. You should use the graphics driver provided by Intel rather than the one
  14. provided by your desktop or laptop's manufacturer because their version is often
  15. outdated.
  16. The editor runs slowly and uses all my CPU and GPU resources, making my computer noisy.
  17. ---------------------------------------------------------------------------------------
  18. This is a known issue, especially on macOS since most Macs have Retina displays.
  19. Due to Retina displays' higher pixel density, everything has to be rendered at a
  20. higher resolution. This increases the load on the GPU and decreases perceived
  21. performance.
  22. There are several ways to improve performance and battery life:
  23. - In 3D, click the **Perspective** button in the top left corner and enable
  24. **Half Resolution**. The 3D viewport will now be rendered at half resolution,
  25. which can be up to 4 times faster.
  26. - Open the Editor Settings and increase the value of **Low Processor Mode Sleep Usec**
  27. to ``33000`` (30 FPS). This value determines the amount of *microseconds*
  28. between frames to render. Higher values will make the editor feel less reactive
  29. but will help decrease CPU and GPU usage significantly.
  30. - If you have a node that causes the editor to redraw continuously (such as
  31. particles), hide it and show it using a script in the ``_ready()`` method.
  32. This way, it will be hidden in the editor but will still be visible in the
  33. running project.
  34. The editor stutters and flickers on my variable refresh rate monitor (G-Sync/FreeSync).
  35. ---------------------------------------------------------------------------------------
  36. This is a `known issue <https://github.com/godotengine/godot/issues/38219>`__.
  37. There are two workarounds for this:
  38. - Enable **Interface > Editor > Update Continuously** in the Editor Settings. Keep in mind
  39. this will increase power usage and heat/noise emissions since the editor will
  40. now be rendering constantly, even if nothing has changed on screen. To
  41. alleviate this, you can increase **Low Processor Mode Sleep Usec** to
  42. ``33000`` (30 FPS) in the Editor Settings. This value determines the amount of
  43. *microseconds* between frames to render. Higher values will make the editor
  44. feel less reactive but will help decrease CPU and GPU usage significantly.
  45. - Alternatively, disable variable refresh rate on your monitor or in the graphics driver.
  46. The grid disappears and meshes turn black when I rotate the 3D camera in the editor.
  47. ------------------------------------------------------------------------------------
  48. This is a `known bug <https://github.com/godotengine/godot/issues/30330>`__ on
  49. Intel graphics drivers on Windows.
  50. The only workaround, for now, is to switch to the GLES2 renderer. You can switch
  51. the renderer in the top-right corner of the editor or the Project Settings.
  52. If you use a computer allowing you to switch your graphics card, like NVIDIA
  53. Optimus, you can use the dedicated graphics card to run Godot.
  54. The editor or project takes a very long time to start.
  55. ------------------------------------------------------
  56. This is a `known bug <https://github.com/godotengine/godot/issues/20566>`__ on
  57. Windows when you have specific USB peripherals connected. In particular,
  58. Corsair's iCUE software seems to cause the bug. Try updating your USB
  59. peripherals' drivers to their latest version. If the bug persists, you need to
  60. disconnect the faulty peripherals before opening the editor. You can then
  61. connect the peripheral again.
  62. Editor tooltips in the Inspector and Node docks blink when they're displayed.
  63. -----------------------------------------------------------------------------
  64. This is a `known issue <https://github.com/godotengine/godot/issues/32990>`__
  65. caused by the third-party Stardock Fences application on Windows.
  66. The only known workaround is to disable Stardock Fences while using Godot.
  67. The Godot editor appears frozen after clicking the system console.
  68. ------------------------------------------------------------------
  69. When running Godot on Windows with the system console enabled, you can
  70. accidentally enable *selection mode* by clicking inside the command window. This
  71. Windows-specific behavior pauses the application to let you select text inside
  72. the system console. Godot cannot override this system-specific behavior.
  73. To solve this, select the system console window and press Enter to leave
  74. selection mode.
  75. Some text such as "NO DC" appears in the top-left corner of the project manager and editor window.
  76. --------------------------------------------------------------------------------------------------
  77. This is caused by the NVIDIA graphics driver injecting an overlay to display information.
  78. To disable this overlay on Windows, restore your graphics driver settings to the
  79. default values in the NVIDIA Control Panel.
  80. To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen 0 >
  81. OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**.
  82. The project window appears blurry, unlike the editor.
  83. -----------------------------------------------------
  84. Unlike the editor, the project isn't marked as DPI-aware by default. This is
  85. done to improve performance, especially on integrated graphics, where rendering
  86. 3D scenes in hiDPI is slow.
  87. To resolve this, open **Project > Project Settings** and enable **Display >
  88. Window > Dpi > Allow Hidpi**. On top of that, make sure your project is
  89. configured to support :ref:`multiple resolutions <doc_multiple_resolutions>`.
  90. The project window doesn't appear centered when I run the project.
  91. ------------------------------------------------------------------
  92. This is a `known bug <https://github.com/godotengine/godot/issues/13017>`__. To
  93. resolve this, open **Project > Project Settings** and enable **Display > Window
  94. > Dpi > Allow Hidpi**. On top of that, make sure your project is configured to
  95. support :ref:`multiple resolutions <doc_multiple_resolutions>`.
  96. The project works when run from the editor, but fails to load some files when running from an exported copy.
  97. ------------------------------------------------------------------------------------------------------------
  98. This is usually caused by forgetting to specify a filter for non-resource files
  99. in the Export dialog. By default, Godot will only include actual *resources*
  100. into the PCK file. Some files commonly used, such as JSON files, are not
  101. considered resources. For example, if you load ``test.json`` in the exported
  102. project, you need to specify ``*.json`` in the non-resource export filter. See
  103. :ref:`doc_exporting_projects_export_mode` for more information.
  104. Also, note that files and folders whose names begin with a period will never be
  105. included in the exported project. This is done to prevent version control
  106. folders like ``.git`` from being included in the exported PCK file.
  107. On Windows, this can also be due to :ref:`case sensitivity
  108. <doc_project_organization_case_sensitivity>` issues. If you reference a resource
  109. in your script with a different case than on the filesystem, loading will fail
  110. once you export the project. This is because the virtual PCK filesystem is
  111. case-sensitive, while Windows's filesystem is case-insensitive by default.