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* Update introduction.rst * Update list_of_features.rst * Update release_policy.rst * Update troubleshooting.rst * Update faq.rst Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro> Co-authored-by: Yuri Sizov <pycbouh@users.noreply.github.com>
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.. _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outdated.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 editor runs slowly and uses all my CPU and GPU resources, making my computer noisy.
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---------------------------------------------------------------------------------------
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This is a known issue, especially on macOS since most Macs have Retina displays.
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Due to Retina displays' higher pixel density, everything has to be rendered at a
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higher resolution. This increases the load on the GPU and decreases perceived
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performance.
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There are several ways to improve performance and battery life:
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- In 3D, click the **Perspective** button in the top left corner and enable
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**Half Resolution**. The 3D viewport will now be rendered at half resolution,
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which can be up to 4 times faster.
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- Open the Editor Settings and increase the value of **Low Processor Mode Sleep Usec**
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to ``33000`` (30 FPS). This value determines the amount of *microseconds*
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between frames to render. Higher values will make the editor feel less reactive
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but will help decrease CPU and GPU usage significantly.
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- If you have a node that causes the editor to redraw continuously (such as
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particles), hide it and show it using a script in the ``_ready()`` method.
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This way, it will be hidden in the editor but will still be visible in the
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running project.
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The editor stutters and flickers on my variable refresh rate monitor (G-Sync/FreeSync).
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---------------------------------------------------------------------------------------
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This is a `known issue <https://github.com/godotengine/godot/issues/38219>`__.
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There are two workarounds for this:
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- Enable **Interface > Editor > Update Continuously** in the Editor Settings. Keep in mind
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this will increase power usage and heat/noise emissions since the editor will
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now be rendering constantly, even if nothing has changed on screen. To
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alleviate this, you can increase **Low Processor Mode Sleep Usec** to
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``33000`` (30 FPS) in the Editor Settings. This value determines the amount of
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*microseconds* between frames to render. Higher values will make the editor
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feel less reactive but will help decrease CPU and GPU usage significantly.
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- Alternatively, disable variable refresh rate on your monitor or in the graphics driver.
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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 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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Also, note that files and folders whose names begin with a period will never be
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included in the exported project. This is done to prevent version control
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folders like ``.git`` from being included in the exported PCK file.
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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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