Godot Version
3.6
Question
I’m trying to port a project to UWP, and when I run the project on my Xbox Series S, almost all of the assets are blacked out. Game seems to run fine otherwise , but it’s hard to navigate to confirm that. I understand that it’s mostly depreciated architecture at this point, but if there is any insight on where I could start debugging, it would be appreciated.
Game here: Dudelings: Arcade Sportsball by Heavy Element
Code here: GitHub - heavyelementinc/dudelings-foss: The FOSS repo for Dudelings: Arcade Sportsball
I don’t know if it’s the same thing (I’m using Godot 4.x here…), but when I initially tried running my project on a crappy old laptop I got nearly everything blacked out much like you describe. Fortunately, I was running it in the editor, and noticed lots and lots of “unable to load texture” errors.
Basically, the GPU ran out of texture storage space, I was trying to feed it more texture than it could handle.
In my case, the fix was easy; my textures were all too large anyways (2048x2048 pages), so I cut them down to 512x512 (which is 1/16th the size, uncompressed), everything fit, and the game ran fine.
I don’t know that your problem is the same, but it could be something similar; either the textures aren’t loading due to size, or they aren’t loading due to some format problem. Maybe the XBox S doesn’t have a decoder for the texture format you’re using?
It could be lighting or shaders as well, depending on your game. If (say) the shaders weren’t getting translated correctly, I’d expect the default shader would likely give you black polygons…
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To follow up on this, it was not shaders, it was textures. All image assets were imported with mipmap and sRGB turned on. I reimported with them turned off and the build looks great now. Giving back in case someone else runs into this.