First, I’m sorry to bother you with such stupid situation
My son is learning Godot by himself (he is 12yo). He’s following Youtube tutorial and he is really happy with Godot so far ! I’m a developer myself, but not a Godot one at all and I really don’t know anything about Godot.
In his last tutorial step, he did “something”, he can’t remember what, but that something made his 2D tab (2D window view? Not sure how you call that) completely brown, with no more origin / x or y axis, and no more window purple delimitation border.
Any Canvas/Label doesn’t show up anymore, here is a screenshot :
I looked on Google, Godot Forum, Godot Docs. I checked if any parameters / properties could have done that, but I feel completely lost, I can’t find any clues and my son is really sad and don’t want to start over the whole tutorial from an empty project.
Could any one gives us some help or any ideas on why this is happening ?
Looks like “endcontainer” node visible is false. Anyway, if you are a developer then study your son the game engine that you use? Also, I believe child can work better than an adult, as of science. So he need to learn Godot step by step properly and need patience.
Hello and thanks for your answer. I’m not sure I understand exacly your answer, but I will try to explain further.
It’s like the 6th or 7th tutorials he is following now, and he started with really basic one. It’s not like he started immediately with a big game or something. And the tutorial is really simple (https://www.youtube.com/watch?v=ubj37Kv4kVA)
if you are a developer then study your son the game engine that you use?
I’m not a game developer, I’m a back-end web developer, I’m not using any game development software.
Looks like “endcontainer” node visible is false
You are right but this has nothing to do with my issue (and I simply forgot to put it on visible again).
I’m really sorry to bother you with something that “seems” simple, but believe-me if I say I really REALLY tried myself to read the doc, forum and everything before asking for help here.
Oh, and I just realized, I don’t have any number any more in the x / y rules (rules are displayed in configuration)
Thanks for your help ! My kid told me about the F shortcut but unfortunatly, that doesn’t work.
What I tried so far :
Restarting Godot
F key on any of the Canvas / Label node
Enabling / disabling grid / rules or any 2D editor option
Deleting the whole UI node and adding a new one
Looking any Size / Translate / scale option
Checking at any zoom level
But I can get my X/Y/Z axes, nor the purple viewport border, nor the origin or the rules again
Fun fact, if I disabled the “rules”, the top and left section where the rules normally are just disappears, and if I enable it again, they come back but without the number int it (like on my screen)
I don’t work with 3D so I am not exactly sure how 2D as a child of it works however the parent node in this scene is a 3D node.
If you switch to 3D view will you not see the 2D canvas layer and its children?
At this point, he will simply start again the tutorial. I’ll keep this project somewhere, so if one day, someone found what we did wrong, I will update this post with the solution.
Had exactly this problem and fixed it. I had come to this thread looking for answers and was sad to see it never got an answer, so now I want to share.
It happened after I had scrolled around wildly because my mouse’s scroll wheel is very fast and I am impatient. So I assumed it had something to do with zooming or being very far away from the origin. Selecting various nodes and centering on them didn’t work, using zoom reset at the top left of the viewport didn’t work, no guides or grid would show either. I even tried adding things like canvas modulate and mirrored paralax that should cover the entire screen regardless of positioning, this also didn’t work. I was even unable to create a new scene to replicate the old one. I made a new one exactly like the old one, deleted the old one, and renamed the new one. Same thing. This made me think it was tied somehow to the name of the scene. It wasn’t happening for every scene, just this one. Everything in the scene WAS visible when I instanced the scene elsewhere, and was visible when running the game.
All this research led me to believe it was an editor viewport bug that cached itself. I went to Godot’s appdata > Godot > projects folder, and deleted JUST my project’s folder out of that.
When I reopened the project it was fixed. The appdata one is different from your projects settings file, that lives in your actual project folder and has important stuff in it like input mappings and autoloads. This one is mostly full of .cfg files, I believe they mostly cache unimportant but convenient things like what folders are folded in the filetree. Godot saves the zoom level of scenes so when you close/reopen them it keeps your last zoom. Because I deleted the whole thing and barely looked at the contents I can’t really confirm the exact problem, but after fixing it I messed around with another scene to see what the folder contains. There are specific files in this folder for each scene that store values about what you’re doing in text. Unfortunately I’m only allowed to upload one image or I’d show screenshots.. If you go in that folder you’ll see files with the .cfg extension named with the name of the scenes and resources you’ve loaded. If you open them in a text editor you can look at all the settings.
I can’t confirm exactly, but my guess is that the zoom for this one scene got stuck at such a small value it could no longer draw anything and disconnected from the zoom controls and display. Maybe the speed I zoomed at made it jump past some kind of clamp and it went negative. You could probably just delete the one named like FILENAME.tscn-editstate-HASH.cfg and I’m guessing that would fix it.
I don’t know what side-effects deleting that entire folder might have, so if you want to nuke the whole thing I’d suggest backing up your project. I’m reckless and have git backups so I just went for it. If you don’t want to do it like this I would bet that duplicating the project removing the old one and renaming the duplicate might also fix it. I’m using v3.6 but I would guess this will still work in whatever version if it ever comes up as an issue for anyone using 4.
I’m not going to bother trying to replicate the bug itself or submit it as an issue but I hope this helps people out and maybe someone can in the future.