Godot Version
Version 4.7.2+
Problem
Mouse motion stutters when exporting for windows from version 4.7.2 on.
Here it is in 4.7.2
Solution
Roll back to version 4.7.1
Steps to reproduce
- Add SpringArm3D with a Camera3D child
- Add a MeshInstance3D in front of the camera as a reference point
- Attach this script to SpringArm3D
extends SpringArm3D
func _ready() -> void:
get_tree().root.grab_focus()
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _unhandled_key_input(event: InputEvent) -> void:
print(event.as_text())
if (
event is InputEventKey
and (event as InputEventKey).physical_keycode == KEY_ESCAPE
):
get_tree().quit()
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseMotion:
#rotation_degrees.y += event.screen_relative.x * 0.05
rotation_degrees.y = fposmod(rotation_degrees.y + event.screen_relative.x * 0.05, 360.0)
- Export for Windows (Project > Export)
ETA:
My pipeline:
- Godot 4.7.2+ on Linux
- Windows x86_64 Export Template
- Using Wine-11.0 to launch the .exe from my Linux OS
It doesn’t seem to be a Wine issue, because it runs fine in earlier godot versions (4.7.1 or less), and runs fine when exported for linux. I’ve also tried running it on Proton via the Steam library and it has the same issue.
My project files, and the executables I’ve tested are all on my itch:


