Hi everyone,
I’ve been working on a larger 3D project in Godot 4.x, but I’ve hit a frustrating performance issue where the editor UI becomes unresponsive for several seconds at a time.
I’m currently using a roblox free download community setup to handle some automated asset management and external script testing alongside the editor. While the setup works fine for most other applications, it seems that whenever the executor starts a new cycle, the Godot Engine’s main thread locks up or the frame rate in the viewport drops to nearly zero. It’s almost as if there’s a conflict between how the executor manages memory and how Godot handles its real-time scene tree updates.
I have a couple of related technical questions:
I am not sure if the way a roblox free download style environment interacts with the Windows process priority is forcing Godot into a “Low Priority” state. Has anyone else encountered lag when running high-level script executors or third-party automation tools in the background? I’m specifically wondering if I should try to sandbox the executor or if there’s a setting in Godot’s “Editor Settings” under “External” that can help isolate the editor’s resources from these background tasks.
I really want to keep this automated workflow active to speed up my testing, but the constant stuttering in the editor is making it hard to iterate on my scenes. If anyone has experience optimizing Godot for high-concurrency background environments, I’d love some advice!
Thanks!