Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

Odstraňování problémů

Tato stránka obsahuje seznam běžných problémů, které se vyskytly při používání Godotu, a možná řešení.

Viz také

See Použití webového editoru 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. 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.

Spuštění editoru nebo projektu trvá velmi dlouho

When using one of the RenderingDevice-based renderers (Forward+ or 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 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.

Firewall software such as Portmaster may also cause the debug port to be blocked. This causes the project to take a long time to start, while being unable to use debugging features in the editor (such as viewing print() output). You can work this around by changing the debug port used by the project in the Editor Settings (Network > Debug > Remote Port). The default is 6007; try another value that is greater than 1024, such as 7007.

On Windows, when loading the project for the first time after the PC is turned on, Windows Defender will cause the filesystem cache validation on project startup to take significantly longer. This is especially noticeable in projects with a large number of files. Consinder adding the project folder to the list of exclusions by going to Virus & threat protection > Virus & threat protection settings > Add or remove exclusions.

Po kliknutí na konzolu systému editor Godot zamrzne

Pokud používáte Godot ve Windows se zapnutou systémovou konzolou, můžete omylem aktivovat režim výběru kliknutím do příkazového okna. Toto chování specifické pro Windows pozastaví aplikaci, aby vám umožnila vybrat text uvnitř konzoly systému. Godot nemůže potlačit toto specifické chování systému.

Chcete-li to vyřešit, vyberte okno konzoly systému a stiskněte klávesu Enter pro opuštění režimu výběru.

The Godot editor's macOS dock icon gets duplicated every time it is manually moved

If you open the Godot editor and manually change the position of the dock icon, then restart the editor, you will get a duplicate dock icon all the way to the right of the dock.

This is due to a design limitation of the macOS dock. The only known way to resolve this would be to merge the project manager and editor into a single process, which means the project manager would no longer spawn a separate process when starting the editor. While using a single process instance would bring several benefits, it isn't planned to be done in the near future due to the complexity of the task.

To avoid this issue, keep the Godot editor's dock icon at its default location as created by macOS.

V levém horním rohu okna správce projektu a editoru se zobrazí text, například "NO DC"

Je to způsobeno tím, že grafický ovladač NVIDIA vkládá překryvnou vrstvu pro zobrazení informací.

Chcete-li toto překrytí v systému Windows zakázat, obnovte nastavení grafického ovladače na výchozí hodnoty v ovládacím panelu NVIDIA.

Chcete-li toto překrytí v Linuxu zakázat, otevřete nvidia-settings, přejděte na X Screen 0 > OpenGL Settings a zrušte zaškrtnutí Enable Graphics API Visual Indicator.

A microphone or "refresh" icon appears in the bottom-right corner of the Project Manager and editor window

This is caused by the NVIDIA graphics driver injecting an overlay to display instant replay information on ShadowPlay recording. This overlay can only be seen on Windows, as Linux does not have support for ShadowPlay.

To disable this overlay, press Alt + Z (default shortcut for the NVIDIA overlay) and disable Settings > HUD Layout > Status Indicator in the NVIDIA overlay.

Alternatively, you can install the new NVIDIA app <https://www.nvidia.com/en-us/software/nvidia-app/> which replaces GeForce Experience and does not suffer from this issue. Unlike GeForce Experience, the NVIDIA app draws the replay indicator in the corner of the screen as opposed to the corner of each window.

Editor nebo projekt vypadají příliš ostře nebo rozmazaně

Correct appearance (left), oversharpened appearance due to graphics driver sharpening (right)

Correct appearance (left), oversharpened appearance due to graphics driver sharpening (right)

If the editor or project appears overly sharp, this is likely due to image sharpening being forced on all Vulkan or OpenGL applications by your graphics driver. You can disable this behavior in the graphics driver's control panel:

  • NVIDIA (Windows): Open the start menu and choose NVIDIA Control Panel. Open the Manage 3D settings tab on the left. In the list in the middle, scroll to Image Sharpening and set it to Sharpening Off.

  • AMD (Windows): Open the start menu and choose AMD Software. Click the settings "cog" icon in the top-right corner. Go to the Graphics tab then disable Radeon Image Sharpening.

If the editor or project appears overly blurry, this is likely due to FXAA being forced on all Vulkan or OpenGL applications by your graphics driver.

  • NVIDIA (Windows): Open the start menu and choose NVIDIA Control Panel. Open the Manage 3D settings tab on the left. In the list in the middle, scroll to Fast Approximate Antialiasing and set it to Application Controlled.

  • NVIDIA (Linux): Open the applications menu and choose NVIDIA X Server Settings. Select to Antialiasing Settings on the left, then uncheck Enable FXAA.

  • AMD (Windows): Open the start menu and choose AMD Software. Click the settings "cog" icon in the top-right corner. Go to the Graphics tab, scroll to the bottom and click Advanced to unfold its settings. Disable Morphological Antialiasing.

Third-party vendor-independent utilities such as vkBasalt may also force sharpening or FXAA on all Vulkan applications. You may want to check their configuration as well.

After changing options in the graphics driver or third-party utilities, restart Godot to make the changes effective.

If you still wish to force sharpening or FXAA on other applications, it's recommended to do so on a per-application basis using the application profiles system provided by graphics drivers' control panels.

The editor/project freezes or displays glitched visuals after resuming the PC from suspend

This is a known issue on Linux with NVIDIA graphics when using the proprietary driver. There is no definitive fix yet, as suspend on Linux + NVIDIA is often buggy when OpenGL or Vulkan is involved. The Compatibility rendering method (which uses OpenGL) is generally less prone to suspend-related issues compared to the Forward+ and Mobile renderers (which use Vulkan).

The NVIDIA driver offers an experimental option to preserve video memory after suspend which may resolve this issue. This option has been reported to work better with more recent NVIDIA driver versions.

To avoid losing work, save scenes in the editor before putting the PC to sleep.

Projekt funguje při spuštění z editoru, ale při spuštění z exportované kopie se mu nepodaří načíst některé soubory

To je obvykle způsobeno opomenutím určit filtr souborů, které nejsou zdroji, v dialogovém okně Export. Ve výchozím nastavení Godot zahrne do souboru PCK pouze skutečné zdroje . Některé soubory, které se běžně používají, například soubory JSON, se za zdroje nepovažují. Například pokud načítáte soubor test.json v exportovaném projektu, musíte ve filtru exportu souborů nepovažovaných za zdroje, zadat * .json. Viz Možnosti zdrojů pro více informací.

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.

V systému Windows to může být také způsobeno problémy s rozlišením malých a velkých písmen . Pokud ve svém skriptu uvedete odkaz na zdroj jinou velikostí písma, než je v souborovém systému, načítání se po exportu projektu nezdaří. Je tomu tak proto, že ve virtuálním souborovém systému PCK se rozlišují velká a malá písmena, zatímco v systému souborů Windows se ve výchozím nastavení velká a malá písmena nerozlišují.

The project crashes frequently or instantly after opening it from the project manager

This could be caused by a number of things such as an editor plugin, GDExtension addon, or something else. In this scenario it's recommended that you open the project in recovery mode, and attempt to find and fix whatever is causing the crashes. See the Project Manager page for more information.