Godot Version
4.3 stable release
Question
Hello all, looking if someone can help me with this issue since I can’t seem to find anyone having posted it anywhere else. I am running the latest version of Godot, 4.3, but this problem also occurred in the stable release of 4.2.1. Whenever I open the engine to the project launcher, the window hangs for about 15-20 seconds. When opening a project, the same thing happens where there’s a long delay before it gets to the editor. Then, whenever I run a scene, it hangs for about 20-40 seconds before loading the scene, then hangs again when closing it.
I have updated all my drivers, updated windows, upgraded Godot versions, run the project from the command line with various flags like --rendering-driver opengl
and --single-window
to no avail. These problems basically make the engine impossible to use realistically.
Has anyone else seen this same behavior? I don’t know where to go from here
Does it happen only for those two versions specifically, or does that include 4.2.1?
It’s the version I’m using on my PC.
I just double-checked and I had the wrong version in my post, it’s actually 4.2.1 that I used previously that had the same issue. So both that and 4.3 stable releases are giving the same behavior for me. Strangely, the 4.2.1 version worked for a while then began giving this behavior for old and new projects alike. I’ll fix the post with the right version.
Try deleting the .godot
folder in your projects, which will be regenerated, so don’t worry about it, it just holds old data and .import info. and can get quite heavy/f if you’re constantly importing and replacing.
In fact, to test this something like this without deleting, try removing all projects from godot and try a fresh copy with no projects, and see if it persists.
I appreciate your suggestion. I tried deleting that .godot folder from every project then rebooting the launcher but I found it didn’t help the problem on booting the launcher, opening a project, or running a scene.
When you launch Godot from the command line, does it spit out any messages?
When running the verbose option, I received this before manually closing the program.
Godot Engine v4.3.stable.official.77dcf97d8 - https://godotengine.org
TextServer: Added interface "Dummy"
TextServer: Added interface "ICU / HarfBuzz / Graphite (Built-in)"
Native OpenGL API detected: 3.3: NVIDIA - NVIDIA GeForce RTX 3070
NVAPI: Init OK!
NVAPI: Disabled OpenGL threaded optimization successfully
NVAPI: Disabled G-SYNC for windowed mode successfully
Using "winink" pen tablet driver...
Shader 'CanvasSdfShaderGLES3' SHA256: a6814f418959e89a398e62ba82684a31f5b9835f5607cbb94665805a5eb123f3
Shader 'SkeletonShaderGLES3' SHA256: f10e94c5b66e9c9dd9d7dc135ec5b86129a72f0c2abc87f5d9802134d2314e5e
Shader 'ParticlesShaderGLES3' SHA256: 3b0f1a1c1c7c65120e76a0ce32dad3ef472e921a51d198f930eaecb570157ab8
Shader 'ParticlesCopyShaderGLES3' SHA256: 648561d0b1c78f5b248d01059d38394394a5bfad202087dc0e656f19a6cd0917
Shader 'CopyShaderGLES3' SHA256: d824e7c48ceaa787c4b75dc87014e6d889c3de73ac49aa1d264023d2e17528ab
Shader 'CubemapFilterShaderGLES3' SHA256: 2b92799029fec244ea0b59069619cb15583af7e8eb2ffdc06432963458dc40ef
Shader 'GlowShaderGLES3' SHA256: bbcdecdf1ea3e70818212c6f418afbcf5411d5b41755c6981d8485ec1e4344f3
Shader 'PostShaderGLES3' SHA256: 1a9e59d63ec5bac7b55ae8c023c27fcb451822e7e9e08ae8eb029804d26108f6
Shader 'CanvasShaderGLES3' SHA256: e4352de1bf691220063540dd7b1900674833b7c4c0122122c3ce97473ccce5cc
Shader 'CanvasOcclusionShaderGLES3' SHA256: e6d7472928e60a510e8fd0ca737bb5c1420b35387984ab38b82dcc527b92b6ab
Shader 'SceneShaderGLES3' SHA256: f437d9320c3a35f9b8f16b3d459b01170419eaeb43f55b4d79aa4c9beefffa29
Shader 'SkyShaderGLES3' SHA256: 389ca45fecd9cea460374581d8d27dfcee9ec6645d39ec7570b8096ad3104225
OpenGL API 3.3.0 NVIDIA 566.36 - Compatibility - Using Device: NVIDIA - NVIDIA GeForce RTX 3070
WASAPI: Activated output_device using IAudioClient3 interface
WASAPI: wFormatTag = 65534
WASAPI: nChannels = 2
WASAPI: nSamplesPerSec = 48000
WASAPI: nAvgBytesPerSec = 384000
WASAPI: nBlockAlign = 8
WASAPI: wBitsPerSample = 32
WASAPI: cbSize = 22
WASAPI: mix_rate = 48000
WASAPI: fundamental_period_frames = 480
WASAPI: min_period_frames = 480
WASAPI: max_period_frames = 480
WASAPI: selected a period frame size of 480
WASAPI: detected 2 channels
WASAPI: audio buffer frames: 480 calculated latency: 10ms
TextServer: Primary interface set to: "ICU / HarfBuzz / Graphite (Built-in)".
CORE API HASH: 966092234
EDITOR API HASH: 444927587
EditorSettings: Load OK!
EditorTheme: Generating new theme for the config '66886095'.
EditorTheme: Generating new icons.
EditorTheme: Generating new fonts.
EditorTheme: Generating new styles.
Loaded system CA certificates
EditorSettings: Save OK!
Editing project: C:/Users/hatha/new-project
EditorSettings: Save OK!
XR: Clearing primary interface
XR: Removed interface "Native mobile"
XR: Removed interface "OpenXR"
Does anything look out of the norm?
After following a long trail of issues within Godot, I came upon this: Godot slow to open, slow to edit, slow to launch simple game [Windows, caused by specific USB peripherals] · Issue #20566 · godotengine/godot · GitHub.
Following this and some trial and error, I discovered that when I unplug my keyboard and then plug it back in, everything works just fine. I can’t really say that I understand it, but I’m happy to know there’s some sort of “solution” to this…
2 Likes
This is absolutely crazy of how unrelated things apparently interact.
1 Like