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7.5 KiB
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145 lines
7.5 KiB
ReStructuredText
.. _doc_troubleshooting:
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Troubleshooting
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===============
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This page lists common issues encountered when using Godot and possible solutions.
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.. seealso::
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See :ref:`doc_using_the_web_editor` for caveats specific to the HTML5 version
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of the Godot editor.
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Everything I do in the editor or project manager appears delayed by one frame
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-----------------------------------------------------------------------------
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This is a `known bug <https://github.com/godotengine/godot/issues/23069>`__ on
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Intel graphics drivers on Windows. Updating to the latest graphics driver
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version *provided by Intel* should fix the issue.
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You should use the graphics driver provided by Intel rather than the one
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provided by your desktop or laptop's manufacturer because their version is often
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outdated.
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The grid disappears and meshes turn black when I rotate the 3D camera in the editor
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-----------------------------------------------------------------------------------
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This is a `known bug <https://github.com/godotengine/godot/issues/30330>`__ on
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Intel graphics drivers on Windows.
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The only workaround, for now, is to switch to the GLES2 renderer. You can switch
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the renderer in the top-right corner of the editor or the Project Settings.
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If you use a computer allowing you to switch your graphics card, like NVIDIA
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Optimus, you can use the dedicated graphics card to run Godot.
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The editor or project takes a very long time to start
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-----------------------------------------------------
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This is a `known bug <https://github.com/godotengine/godot/issues/20566>`__ on
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Windows when you have specific USB peripherals connected. In particular,
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Corsair's iCUE software seems to cause the bug. Try updating your USB
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peripherals' drivers to their latest version. If the bug persists, you need to
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disconnect the faulty peripherals before opening the editor. You can then
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connect the peripheral again.
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Editor tooltips in the Inspector and Node docks blink when they're displayed
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----------------------------------------------------------------------------
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This is a `known issue <https://github.com/godotengine/godot/issues/32990>`__
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caused by the third-party Stardock Fences application on Windows.
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The only known workaround is to disable Stardock Fences while using Godot.
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The Godot editor appears frozen after clicking the system console
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-----------------------------------------------------------------
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When running Godot on Windows with the system console enabled, you can
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accidentally enable *selection mode* by clicking inside the command window. This
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Windows-specific behavior pauses the application to let you select text inside
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the system console. Godot cannot override this system-specific behavior.
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To solve this, select the system console window and press Enter to leave
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selection mode.
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Some text such as "NO DC" appears in the top-left corner of the project manager and editor window
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-------------------------------------------------------------------------------------------------
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This is caused by the NVIDIA graphics driver injecting an overlay to display information.
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To disable this overlay on Windows, restore your graphics driver settings to the
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default values in the NVIDIA Control Panel.
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To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen 0 >
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OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**.
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The project window appears blurry, unlike the editor
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----------------------------------------------------
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Unlike the editor, the project isn't marked as DPI-aware by default. This is
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done to improve performance, especially on integrated graphics, where rendering
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3D scenes in hiDPI is slow.
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To resolve this, open **Project > Project Settings** and enable **Display >
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Window > Dpi > Allow Hidpi**. On top of that, make sure your project is
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configured to support :ref:`multiple resolutions <doc_multiple_resolutions>`.
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The project window doesn't appear centered when I run the project
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-----------------------------------------------------------------
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This is a `known bug <https://github.com/godotengine/godot/issues/13017>`__. To
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resolve this, open **Project > Project Settings** and enable **Display > Window
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> Dpi > Allow Hidpi**. On top of that, make sure your project is configured to
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support :ref:`multiple resolutions <doc_multiple_resolutions>`.
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The editor or project appears to have washed out colors
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-------------------------------------------------------
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On Windows, this is usually caused by incorrect OS or monitor settings, as Godot
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currently does not support :abbr:`HDR (High Dynamic Range)` *output*
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(even though it may internally render in HDR).
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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>`__,
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it is recommended to disable HDR in the Windows settings when not running applications
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that use HDR output. On Windows 11, this can be done by pressing
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:kbd:`Windows + Alt + B` (this shortcut is part of the Xbox Game Bar app).
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To toggle HDR automatically based on applications currently running, you can use
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`AutoActions <https://github.com/Codectory/AutoActions>`__.
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If you insist on leaving HDR enabled, it is possible to somewhat improve the
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result by ensuring the display is configured to use :abbr:`HGIG (HDR Gaming Interest Group)`
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tonemapping (as opposed to :abbr:`DTM (Dynamic Tone Mapping)`), then
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`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>`__.
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It is also strongly recommended to use Windows 11 instead of Windows 10 when using HDR.
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The end result will still likely be inferior to disabling HDR on the display, though.
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Support for HDR *output* is planned in a future release.
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The editor/project freezes or displays glitched visuals after resuming the PC from suspend
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------------------------------------------------------------------------------------------
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This is a known issue on Linux with NVIDIA graphics when using the proprietary
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driver. There is no definitive fix yet, as suspend on Linux + NVIDIA is often
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buggy when OpenGL is involved.
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The NVIDIA driver offers an *experimental*
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`option to preserve video memory after suspend <https://wiki.archlinux.org/title/NVIDIA/Tips_and_tricks#Preserve_video_memory_after_suspend>`__
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which may resolve this issue. This option has been reported to work better with
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more recent NVIDIA driver versions.
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To avoid losing work, save scenes in the editor before putting the PC to sleep.
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The project works when run from the editor, but fails to load some files when running from an exported copy
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-----------------------------------------------------------------------------------------------------------
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This is usually caused by forgetting to specify a filter for non-resource files
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in the Export dialog. By default, Godot will only include actual *resources*
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into the PCK file. Some files commonly used, such as JSON files, are not
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considered resources. For example, if you load ``test.json`` in the exported
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project, you need to specify ``*.json`` in the non-resource export filter. See
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:ref:`doc_exporting_projects_export_mode` for more information.
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On Windows, this can also be due to :ref:`case sensitivity
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<doc_project_organization_case_sensitivity>` issues. If you reference a resource
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in your script with a different case than on the filesystem, loading will fail
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once you export the project. This is because the virtual PCK filesystem is
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case-sensitive, while Windows's filesystem is case-insensitive by default.
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