All of a sudden, no meshes show in the editor nor render. This is true for all existing meshes regardless if there in an instantiated scene or added to a new scene. If I add a simple MeshInstance3D make it a plane or a box or whatever, nothing. I did the re-import textures, check for changes in settings etc. I even tried the new 4.5 beta 4.
The only thing different from yesterday and today, was I opened the project this morning and it crashed first thing. Nothing new installed, no updates, no changes in configs, etc.
At this point, I’m seriously confused as to what it might be. All the Godot versions I tried do the same thing now. Everything works as expected other than no meshes being visible. Existing scenes with ray casting and debug statements indicate the engine believes that those nodes are present when running, but it’s all void like a camera in an empty scene with just a world environment and a directional3D light.
An hour later: Narrowed it down to a Vulkan error of some sort in Forward+ rendering mode. Card is an Radeon RX 5700 XT, vulkancaps say its all good. Amd tools say drivers are good. Trying to dump the various caches and such…
was learn unreal decided to at least try out godot coz unreal was getting overwhelming. I have the same problem.Even worse i nuked my gpu drivers and the problem persists :(. have you fixed the vulkan error? can we change renderer?
I think I’m having the same issue. My scenes have these flickering colors which i presume are the meshes. if i try to create a new MeshInstance3D with just a cube or something, no cube shows up. Even CSG doesn’t show up. I’m using an RX 6700 XT. Drivers are up to date.
Just made my account so I have to use an external link for video:
I am having the same issue on a 6900XT, Godot was working fine yesterday but I updated my AMD drivers to 25.8.1 yesterday evening and now none of my meshes show up in any project
Also to follow up my previous comment, going into Project → Project Settings → Advanced Settings → Rendering → Rendering Device and changing Driver.windows to d3d12 seems to be a temporary fix.