mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-04 14:11:02 +03:00
129 lines
6.7 KiB
ReStructuredText
129 lines
6.7 KiB
ReStructuredText
:article_outdated: True
|
|
|
|
.. _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 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.
|
|
|
|
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.
|
|
|
|
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**.
|
|
|
|
The project window doesn't appear centered when I run the project
|
|
-----------------------------------------------------------------
|
|
|
|
This is a `known bug <https://github.com/godotengine/godot/issues/13017>`__. To
|
|
resolve this, open **Project > Project Settings**, make sure **Advanced
|
|
Settings** is active, and enable **Display > Window
|
|
> DPI > Allow hiDPI**. On top of that, make sure your project is configured to
|
|
support :ref:`multiple resolutions <doc_multiple_resolutions>`.
|
|
|
|
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.
|