Transparent background help

Godot Version

4.6.3

Question

I feel so dumb asking this after I have done days of research on this topic but I have found no other choice than to ask here. I have tried everything I can find. I’m trying to display a 3d environment via a subviewport in a subviewport container. I set the project settings accordingly, Display/Window/Transparent>True, Display/Window/Per Pixel Transparency>True (found that when enabled it won’t open in Forward+ rendering), Rendering/Viewport/Transparent Background>True, I have tried Enabling and Disabling V-sync. As I have been using viewport I have Enabled and Disabled Transparent BG, I have made world environments and set the colour to be (0, 0, 0, 0) but changing alpha seems to just show the colour as if alpha was maximum. I have tried adding the world environment to the subviewport and still no difference. I’m running arch Linux on a steam deck (don’t know if that changes much). I have also got the window to be transparent with 2d objects but anything in a 3d environment has a background. I am quite new to using godot so if I have anything wrong or don’t understand something, I’m sorry in advance.

I didn’t quite get it — did you enable that?

Yep, I tried that thanks. I have done so many things I kind of forget some things I tried sorry.

Do you need something like this?

Like that, but when the window is rendered as transparent and it’s clear, the 3d environment’s sky is also clear just showing the model in the 3d environment. I also can’t just display the model by itself as I still want to move the directional light and objects around in a 3d space, kind of like a desktop pet or something.

I’m currently trying to upload my working project to the file-sharing site, but it’s not easy — the government blocks it here, and the connection is bad, so I can’t say when everything will finish uploading.

To prevent the light from affecting the models in the viewport, you need to create separate layers and masks for the models and the light. If I understand you correctly.

It’s more the 3d environment is showing the sky rather than making the whole sky clear or removing it. Or I’m not understanding you.

Generally, it’s best to ensure that the global light doesn’t affect the models in the viewport. But if you don’t need that, you can ignore it.

Where is global light?

This was tricky. I don’t know what license the mirror model has, so it’s best not to distribute it further.

Check to see if it works for you. If it does, look at the subviewport settings. If not, the issue lies with the system and hardware.

basic_model_inventory_2026-06-13_15-26-11.zip (99 MB)

In this case, it’s the light illuminating the main scene.

Oh, ok, I may understand a little more, so i can hide the sky but when i display the 3d environment it shows kind of like the backing colour.

Hold up, mediafile download speeds…

Sorry if I didn’t clarify great enough but I meant that behind the model is 100% transparent as in you can see the desktop thru the clear gaps on the window.

I’m using a translator and may not be understanding everything correctly. If you’re confused by the transparency of the back of the 3D model, the problem lies in the model’s mesh settings.

Mmm, ok, so I’m looking more at were the window is see through so you can see the desktop.

Ugh, found the problem… and stupid I was! Turns out steam godot isn’t actually running 4.6.3 it’s running 4.6.0. so after downloading 4.6.3 from the godot website it all works now! Sorry for wasting your time…