Godot Version
4.4.1.stable.official.49a5bc7b6
Question
Hello!
Godot newbie here - please go easy on me and my potential nonsense 
I thought I would give Godot a try today as I’d love to learn games development.
However I keep getting the following error message when trying to open a new project:
tom@pepe:~/ides/godot$ ./Godot_v4.4.1-stable_linux.x86_64
Godot Engine v4.4.1.stable.official.49a5bc7b6 - https://godotengine.org
Inconsistent value (1) for DRI_PRIME. Should be < 1 (GPU devices count). Using: 0
OpenGL API 4.1 (Core Profile) Mesa 24.2.8-1ubuntu1~24.04.1 - Compatibility - Using Device: VMware, Inc. - SVGA3D; build: RELEASE; LLVM;
Editing project: /home/tom/Games/new_game
Godot Engine v4.4.1.stable.official.49a5bc7b6 - https://godotengine.org
Vulkan 1.3.289 - Forward+ - Using Device #0: Unknown - llvmpipe (LLVM 19.1.1, 256 bits)
tom@pepe:~/ides/godot$ ERROR: Caller thread can’t call this function in this node (/root). Use call_deferred() or call_thread_group() instead.
at: propagate_notification (scene/main/node.cpp:2523)
================================================================
handle_crash: Program crashed with signal 4
Engine version: Godot Engine v4.4.1.stable.official (49a5bc7b616bd04689a2c89e89bda41f50241464)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /lib/x86_64-linux-gnu/libc.so.6(+0x45330) [0x72d79bc45330] (??:0)
[2] /lib/x86_64-linux-gnu/libLLVM.so.19.1(+0x1000a89) [0x72d789400a89] (??:0)
– END OF BACKTRACE –
I’m trying this on a freshly installed Ubuntu VirtualBox VM.
Am I foolish to expect this to work because the virtualisation software can’t fully/correctly emulate the GPU? Or am I missing some libraries?
Any suggestions would be appreciated.
Thanks
Tom
I have not tried to virtualize a GPU, but it has historically not worked. That is very likely the root of your problem.
1 Like
As @soapspangledgames says, it looks like a problem with the virtual GPU. Perhaps see how it works for you outside the VM? I suspect that (a) Godot hasn’t been extensively tested inside VMs, and (b) VMs are typically not tuned for game use, so you’re kind of starting this in hard mode. Which is your right, if you want; you may well have good reasons for it.
If you want to continue with the VM, you may find you need to tweak the settings; beyond whatever is happening with the GPU (which may be quite restrictive by default) I also wouldn’t be surprised if (for example) audio and /dev/input
were locked down in ways that aren’t ideal for gamedev.
1 Like
Thanks @soapspangledgames and @hexgrid for your replies - as soon as I’d submitted my original post I realised my mistake.
My bad. I got so used to using Linux in a VM (despite it being my preferred dev env) that I didn’t stop to think whether it was appropriate for Godot. Dual boot is not an option currently so will proceed with a Windows install for now to learn.
From what I can tell, all the work in developing a game with Godot is in the IDE anyway so it shouldn’t make much difference which OS I’m using. I’ll come back Linux at a later date.
Thanks again.
It can be entirely IDE if you want, but personally I’m doing dev primarily on Linux here and am doing most editing in emacs. Which, to be fair, is what I’d probably do in windows too. The Godot editor is usable, but I have decades of emacs muscle memory.
Godot is one of those systems where under the hood it’s mostly text files that the IDE does a pretty good job of wrapping/automating. So you could easily do all the work purely in the IDE. You can also do almost everything working directly with text files in whatever editor you please.
I tend to mix IDE and text editor usage on Linux too. I use the IDE for the main job at hand and Vim for shell scripts, data, config etc. I noticed that for C++ dev in Godot you have to use an external editor anyway which is good to know.