Godot Version
Godot 4.3 - custom build ( very close to Stable )
Question
I am working on a game and I have compiled my own version of the engine
Nothing much changed at engine level, just added an extra module with couple new nodes and wanted to rip some parts of the engine off like 3D Module ( disable_3d = “yes” ) since the game is in 2D
The issue is that the game works well in editor and debug export, but crashes the moment it starts when exporting with release.
I made sure to run the game with --verbose but all I get is:
Godot Engine v4.3.dev.custom_build
TextServer: Added interface "Dummy"
TextServer: Added interface "ICU / HarfBuzz / Graphite (Built-in)"
USER WARNING: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message
windows_read_data_files_in_registry: Registry lookup failed to get layer manifest files.
Objects - 1
Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 3196313181376
at: RenderingContextDriverVulkan::_debug_messenger_callback (drivers\vulkan\rendering_context_driver_vulkan.cpp:305)
Devices:
#0: NVIDIA NVIDIA GeForce RTX 3060 Laptop GPU - Supported, Discrete
- Vulkan Variable Rate Shading supported:
Pipeline fragment shading rate
Primitive fragment shading rate
Attachment fragment shading rate, min texel size: (16, 16), max texel size: (16, 16), max fragment size: (4, 4)
- Vulkan multiview supported:
max view count: 32
max instances: 134217727
- Vulkan subgroup:
size: 32
min size: 32
max size: 32
stages: STAGE_VERTEX, STAGE_TESSELLATION_CONTROL, STAGE_TESSELLATION_EVALUATION, STAGE_GEOMETRY, STAGE_FRAGMENT, STAGE_COMPUTE, STAGE_RAYGEN_KHR, STAGE_ANY_HIT_KHR, STAGE_CLOSEST_HIT_KHR, STAGE_MISS_KHR, STAGE_INTERSECTION_KHR, STAGE_CALLABLE_KHR, STAGE_TASK_NV, STAGE_MESH_NV
supported ops: FEATURE_BASIC, FEATURE_VOTE, FEATURE_ARITHMETIC, FEATURE_BALLOT, FEATURE_SHUFFLE, FEATURE_SHUFFLE_RELATIVE, FEATURE_CLUSTERED, FEATURE_QUAD, FEATURE_PARTITIONED_NV
quad operations in all stages
Vulkan 1.3.289 - Forward Mobile - Using Device #0: NVIDIA - NVIDIA GeForce RTX 3060 Laptop GPU
Startup PSO cache (1.5 MiB)
Using "winink" pen tablet driver...
Creating VMA small objects pool for memory type index 1
Shader 'CanvasSdfShaderRD' (group 0) SHA256: 08d9643910d5f3a938ee6ce5f871c478c2b5d7dac9a560a5daad3653c406e05b
Shader 'SkeletonShaderRD' (group 0) SHA256: 5a241a5b5545675a41f7cbce72e23318903da1a4437d07f44e11f6c39bc9ff87
Shader 'SortShaderRD' (group 0) SHA256: 597be6b3136b261d54d9db39336c6b7e8350b913331af303a63f395220f8d668
Shader 'ParticlesShaderRD' (group 0) SHA256: 0a69f2e0236dbe06fc52aba0df52949f885e19e6d7d7d4c213580e23fdf0014e
Shader 'ParticlesCopyShaderRD' (group 0) SHA256: 4ac9724d156b41ca66a41b664c9558a4a5e817b284aa63e2c0c81d32b1e5078f
Shader 'CanvasShaderRD' (group 0) SHA256: a42b7be341172259a9106eb9bdbc8e2677056a377b6d08af283c9ab99c07a11e
Shader 'CanvasOcclusionShaderRD' (group 0) SHA256: 54ad09fb7d5517b89bd69519597b207bb7259213cff8d0e36555418f59874652
Shader 'SceneForwardMobileShaderRD' (group 0) SHA256: 494ca6cc88068754fad8e743ce51b811c1e6f2955f1ba1b563ef371990faae2f
Shader 'SkyShaderRD' (group 0) SHA256: 40a97e995e9bb8142377be31d38018112df14b5b45308f2d28a8cef79bc99527
Shader 'BokehDofRasterShaderRD' (group 0) SHA256: 6ca7b542f47e47ffb890bffeb64323c058130e1ee74d8baf84d483042e506cc9
Shader 'BlurRasterShaderRD' (group 0) SHA256: 40c265c192f3825a954282cfa599e78c77c2c527fd80a4004741ec360819a1f4
Shader 'CopyShaderRD' (group 0) SHA256: a8ace08ec726a3bde056de588386a2eee126ad9be15183481608dc334fb36c6e
Shader 'CopyToFbShaderRD' (group 0) SHA256: b4936c8ba2d39cf0ee9cb57fdb5fa6b1464e2cbfffc58f805953c19d1bad7142
Shader 'CubeToDpShaderRD' (group 0) SHA256: a615671cbe009b8fa048efb3850bf9f8dbada60ef43157db7eacbf8abb0825ad
Shader 'CubemapDownsamplerRasterShaderRD' (group 0) SHA256: 9d95142bb6c471299fd466bda21951ae4f8492e5da3907bd571a060fdc3cb2fb
Shader 'CubemapFilterRasterShaderRD' (group 0) SHA256: e815aa7c636a208206981f170473dfd88fd6f34c8d52ce15fa896b3d679cc72b
Shader 'CubemapRoughnessRasterShaderRD' (group 0) SHA256: f53c8557ac45dddb3e3352230fdf69378cfcfbfb919c359beec2ea17e81b92e7
Shader 'SpecularMergeShaderRD' (group 0) SHA256: ec3d13993a816dbe0f32eee78dc87ce0883aa92c21d369f299eedc82683891b9
Shader 'ShadowFrustumShaderRD' (group 0) SHA256: f56deffe2593b8e33a95c20eed22fd90284c588421672e4b7b54394d618a0aa2
Shader 'MotionVectorsShaderRD' (group 0) SHA256: b5583d6fad826307b0ea64a201b5783de5465d6c4930caa0114e447e6a14ba8f
Shader 'LuminanceReduceRasterShaderRD' (group 0) SHA256: 4edac58a574e0fa3571632d2a69f9b3efe752cd9f8626629af4bfa6ad3d70cc2
Shader 'TonemapShaderRD' (group 0) SHA256: 10effb712eb7c15587fb2e606a35f0a36c63b2819502c400ae4468b33d66c603
Shader 'VrsShaderRD' (group 0) SHA256: 023ffdb56c846db543c432f5ba1090608209a3eaf6f924291270133e65d16233
Shader 'BlitShaderRD' (group 0) SHA256: 473f05b074f36bb848ca87ad672908a7c009d3e910e56c11d83ac835fba46b80
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
Using present mode: Enabled
TextServer: Primary interface set to: "ICU / HarfBuzz / Graphite (Built-in)".
CORE API HASH: 0
EDITOR API HASH: 0
Loaded system CA certificates
Using present mode: Enabled
XR: Clearing primary interface
XR: Removed interface "Native mobile"
XR: Removed interface "OpenXR"
I am using Mobile Rendering
All my assets/resources/scenes are in snake_case
I have created the visual studio studio solution with:
scons platform=windows vsproj=yes deprecated=no
And the release export template with:
scons platform=windows deprecated=no production=yes target=template_release arch=x86_64
I have also tried t remove production=yes and to add the following commands to the release export template command, but no luck:
debug_symbols=true werror=yes verbose=yes warnings=extra
I have tried to attach to the process and also compiled release_template on Visual Studio and start attached, but no breakpoints get hit before the game crashes.
I am sure I am missing something simple to be able to see what is going on ( an error at least ) or to be able to attach with VStudio ( probably missing some command )
Hope someone can help!
Thank you!