mirror of
https://github.com/Relintai/pandemonium_engine_docs.git
synced 2025-01-08 15:09:50 +01:00
110 lines
5.2 KiB
Markdown
110 lines
5.2 KiB
Markdown
|
|
|
|
Troubleshooting
|
|
===============
|
|
|
|
This page lists common issues encountered when using Godot and possible solutions.
|
|
|
|
See also:
|
|
|
|
|
|
See `doc_using_the_web_editor` for caveats specific to the HTML5 version
|
|
of the Godot editor.
|
|
|
|
Everything I do in the editor or project manager appears delayed by one frame.
|
|
------------------------------------------------------------------------------
|
|
|
|
This is a `known bug ( https://github.com/godotengine/godot/issues/23069 )` on
|
|
Intel graphics drivers on Windows. Updating to the latest graphics driver
|
|
version *provided by Intel* should fix the issue.
|
|
|
|
You should use the graphics driver provided by Intel rather than the one
|
|
provided by your desktop or laptop's manufacturer because their version is often
|
|
outdated.
|
|
|
|
The grid disappears and meshes turn black when I rotate the 3D camera in the editor.
|
|
------------------------------------------------------------------------------------
|
|
|
|
This is a `known bug ( https://github.com/godotengine/godot/issues/30330 )` on
|
|
Intel graphics drivers on Windows.
|
|
|
|
The only workaround, for now, is to switch to the GLES2 renderer. You can switch
|
|
the renderer in the top-right corner of the editor or the Project Settings.
|
|
|
|
If you use a computer allowing you to switch your graphics card, like NVIDIA
|
|
Optimus, you can use the dedicated graphics card to run Godot.
|
|
|
|
The editor or project takes a very long time to start.
|
|
------------------------------------------------------
|
|
|
|
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 the bug. Try updating your USB
|
|
peripherals' drivers to their latest version. If the bug persists, you need to
|
|
disconnect the faulty peripherals before opening the editor. You can then
|
|
connect the peripheral again.
|
|
|
|
Editor tooltips in the Inspector and Node docks blink when they're displayed.
|
|
-----------------------------------------------------------------------------
|
|
|
|
This is a `known issue ( https://github.com/godotengine/godot/issues/32990 )`
|
|
caused by the third-party Stardock Fences application on Windows.
|
|
The only known workaround is to disable Stardock Fences while using Godot.
|
|
|
|
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 appears blurry, unlike the editor.
|
|
-----------------------------------------------------
|
|
|
|
Unlike the editor, the project isn't marked as DPI-aware by default. This is
|
|
done to improve performance, especially on integrated graphics, where rendering
|
|
3D scenes in hiDPI is slow.
|
|
|
|
To resolve this, open **Project > Project Settings** and enable **Display >
|
|
Window > Dpi > Allow Hidpi**. On top of that, make sure your project is
|
|
configured to support `multiple resolutions ( doc_multiple_resolutions )`.
|
|
|
|
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** and enable **Display > Window
|
|
> Dpi > Allow Hidpi**. On top of that, make sure your project is configured to
|
|
support `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
|
|
`doc_exporting_projects_export_mode` for more information.
|
|
|
|
On Windows, this can also be due to `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.
|