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@@ -12,8 +12,8 @@ This page lists common issues encountered when using Godot and possible solution
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See :ref:`doc_using_the_web_editor` for caveats specific to the HTML5 version
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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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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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+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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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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Intel graphics drivers on Windows. Updating to the latest graphics driver
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@@ -23,8 +23,8 @@ 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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provided by your desktop or laptop's manufacturer because their version is often
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outdated.
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outdated.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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+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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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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Due to Retina displays' higher pixel density, everything has to be rendered at a
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@@ -36,7 +36,7 @@ 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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- 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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**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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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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+- Open the Editor Settings and increase the value of **Low Processor Mode Sleep (µsec)**
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to ``33000`` (30 FPS). This value determines the amount of *microseconds*
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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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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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but will help decrease CPU and GPU usage significantly.
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@@ -45,8 +45,8 @@ There are several ways to improve performance and battery life:
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This way, it will be hidden in the editor but will still be visible in the
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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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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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+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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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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There are two workarounds for this:
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@@ -54,14 +54,14 @@ 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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- 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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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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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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+ alleviate this, you can increase **Low Processor Mode Sleep (µsec)** to
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``33000`` (30 FPS) in the Editor Settings. This value determines the amount of
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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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*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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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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- 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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+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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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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Intel graphics drivers on Windows.
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@@ -72,25 +72,25 @@ 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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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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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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+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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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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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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+Corsair's iCUE software seems to cause this 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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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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+disconnect the specific peripheral before opening the editor. You can then
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connect the peripheral again.
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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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+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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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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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 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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+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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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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accidentally enable *selection mode* by clicking inside the command window. This
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@@ -100,8 +100,8 @@ 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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To solve this, select the system console window and press Enter to leave
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selection mode.
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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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+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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This is caused by the NVIDIA graphics driver injecting an overlay to display information.
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@@ -111,27 +111,29 @@ 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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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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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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+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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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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done to improve performance, especially on integrated graphics, where rendering
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3D scenes in hiDPI is slow.
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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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+To resolve this, open **Project > Project Settings**, make sure **Advanced
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+Settings** is active, 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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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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+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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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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+resolve this, open **Project > Project Settings**, make sure **Advanced
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+Settings** is active, 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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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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+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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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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in the Export dialog. By default, Godot will only include actual *resources*
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