Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Godot project manager not responding #37502

Open
narbonnais opened this issue Apr 1, 2020 · 17 comments
Open

Godot project manager not responding #37502

narbonnais opened this issue Apr 1, 2020 · 17 comments

Comments

@narbonnais
Copy link

Godot version:

Godot_v3.2.1-stable_win64 but any other vesion of godot seems to be not working too (I tried with 3.2 and 3.1, win32 and win 64).

OS/device including version:

Windows 10 Version 10.0.18363
CPU Intel(R) Core(TM) i5-7200U CPU @ 2.50GHz, 2712 MHz, 2 core(s), 4 logical processors(s)
GPU chipset Intel(R) HD Graphics 620 (driver version 26.20.100.7325)

Issue description:

  1. If if run the executable, the project manager will open and freeze. The window won't close when I click the [x] button.

  2. I can open a project.godot : the windows explorer will ask me for the path to Godot, then freeze about 5 minutes before opening the project. If I try to open the project manager from the engine editor, the project manager window will open and freeze untill I kill the process.

I used to think that the issue came from my GPU, but Godot seemed to work perfectly fine a few days ago and I didn't change my hardware. Also, my drivers seem to be up to date.

Steps to reproduce:

  1. Run the executable.

  2. Open an old project. Once the engine editor has opened, go to project and select open project manager. (I apologize if the names aren't correct, I'm using the french version and cannot check the english names, due to the issue).

Minimal reproduction project:

No minimal reproduction project might be required for this issue, because it seems to happen only on my laptop when I launch the executable.

I'd like to thank you and apologize if I'm not doing this correctly. This is my first opened issue and I am willing to make things better for the engine.

@Calinou
Copy link
Member

Calinou commented Apr 1, 2020

Judging by the description, this sounds very similar to #20566. Try unplugging USB devices you don't need when using Godot.

@akien-mga
Copy link
Member

Well, you just have to ping me once or twice if I don't respond right away ;)

@narbonnais
Copy link
Author

narbonnais commented Apr 2, 2020

@Calinou I am working on a laptop and nothing is connected. I tried disabling USB modules in the windows drivers manager but that didn't fix it.

@akien-mga Thank you. Any idea ?

@akien-mga
Copy link
Member

That was just a joke as I'm also Godot's project manager ;)

Regarding the issue though, it sounds like a driver regression if it used to work a few days ago. You could try to roll back to an earlier Intel driver to see if that helps.

It also reminds me of #23069, for which a workaround was to start Godot in verbose mode godot.exe --verbose, so you could try that too.

@narbonnais
Copy link
Author

@akien-mga Oops I didn't get the pun haha

I did a intel HD graphics driver update (26.20.100.7985 form march 23th 2020) as well as a rollback (26.20.100.7000, from august 1st 2019), and neither of the versions tackle the issue.

Here is my verbose run :

λ .\Godot_v3.2.1-stable_win64.exe --verbose
Godot Engine v3.2.1.stable.official - https://godotengine.org
Using GLES3 video driver
OpenGL ES 3.0 Renderer: Intel(R) HD Graphics 620
WASAPI: wFormatTag = 65534
WASAPI: nChannels = 2
WASAPI: nSamplesPerSec = 48000
WASAPI: nAvgBytesPerSec = 384000
WASAPI: nBlockAlign = 8
WASAPI: wBitsPerSample = 32
WASAPI: cbSize = 22
WASAPI: detected 2 channels
WASAPI: audio buffer frames: 1962 calculated latency: 44ms

CORE API HASH: 10822102301860774635
EDITOR API HASH: 14982495073158502407
Loading resource: C:\Users/Alexis/AppData/Roaming/Godot/editor_settings-3.tres
EditorSettings: Load OK!
EditorSettings: Save OK!

@Calinou
Copy link
Member

Calinou commented Apr 17, 2021

@Alecsis Can you still reproduce this issue in 3.2.3 or 3.3rc9?

@Calinou
Copy link
Member

Calinou commented Jun 15, 2021

@Alecsis Bump 🙂

Can you test this with Godot 3.3.2?

@nekotogd
Copy link

nekotogd commented Jul 15, 2021

I'm having seemingly the same issue?

Tried running Godot using --verbose and got this output:

Godot Engine v3.3.2.stable.official - https://godotengine.org
Using GLES3 video driver
OpenGL ES 3.0 Renderer: AMD Radeon(TM) Graphics
OpenGL ES Batching: ON
        OPTIONS
        max_join_item_commands 16
        colored_vertex_format_threshold 0.25
        batch_buffer_size 16384
        light_scissor_area_threshold 1
        item_reordering_lookahead 4
        light_max_join_items 32
        single_rect_fallback False
        debug_flash False
        diagnose_frame False
WASAPI: wFormatTag = 65534
WASAPI: nChannels = 2
WASAPI: nSamplesPerSec = 48000
WASAPI: nAvgBytesPerSec = 384000
WASAPI: nBlockAlign = 8
WASAPI: wBitsPerSample = 32
WASAPI: cbSize = 22
WASAPI: detected 2 channels
WASAPI: audio buffer frames: 1962 calculated latency: 44ms

CORE API HASH: 14308214189771907951
EDITOR API HASH: 5656882008335453207
Loading resource: C:\Users/grego/AppData/Roaming/Godot/editor_settings-3.tres
EditorSettings: Load OK!
EditorSettings: Save OK!

The editor used to work absolutely fine until now. Nothing on my PC has changed really, no new programs or anything. I'm really confused.

image

This is all I see when launching Godot, the Project Manager never opens up and then Windows gives me a "this program isnt responding message"

Also I'm using a full AMD System, so I don't think my issue is related to the ones about Intel HD Graphics Driver Regression.

Any help is much appreciated, thanks!

@Calinou
Copy link
Member

Calinou commented Jul 15, 2021

@nekotogd Can you reproduce this if you start the editor directly by passing the --editor command line argument?

@nekotogd
Copy link

--editor seems to have fixed it! Thank you!!

@Calinou
Copy link
Member

Calinou commented Jul 15, 2021

--editor seems to have fixed it! Thank you!!

This seems to be hinting at two potential issues:

  • The project list is very long, tries to access a slow location (such as a network drive) and therefore takes a long time to load.
  • The project manager is configured to automatically scan a folder high up in the tree, which takes a a very long time too. This is not the default, but it can be configured in the Editor Settings.

To resolve this, you can edit %APPDATA%\Godot\editor_settings-3.tres manually with a text editor while Godot is closed.

@nekotogd
Copy link

Oh ok! I do have a lot of projects. I'll edit the editor_settings-3.tres file and remove my old ones.

Just to be clear: I'm looking for stuff like projects/C:::Users:: and so on? Those are the projects I assume, and I should remove old ones?

Thanks again for the help!

@Calinou
Copy link
Member

Calinou commented Jul 16, 2021

Just to be clear: I'm looking for stuff like projects/C:::Users:: and so on? Those are the projects I assume, and I should remove old ones?

Yes, you can clear the project list entirely (or even move editor_settings-3.tres to a different folder to reset your editor settings).

@aaronfranke
Copy link
Member

aaronfranke commented Sep 5, 2021

I encountered this issue with Godot 3.3.2 on Windows while helping someone use Godot on their computer. We tried deleting %appdata%/Godot and it doesn't help. This person's computer ran Godot just fine last week.

@nekotogd
Copy link

nekotogd commented Sep 8, 2021

I cannot seem to replicate the issue as I have no idea how it occurred in the first place.

@aaronfranke if you still have access to that person's computer, could you try running the exe in Compatibility Mode for Windows 8 ?

That was one of the things I remember doing just before running the exe with the --editor argument as @Calinou suggested.

From what I can recall, after I got it working either through either compatibility mode or --editor and was able to launch Godot, I tried disabling compatibility mode and I haven't experienced this issue since.

Not sure if Compatibility Mode had anything to do with it, but trying doesn't hurt right?

image

@nekotogd
Copy link

Ran into this issue once again today!

Compatibility mode doesn't work at all :/

I tried debugging a bit

  • First I tried compatibility mode which didn't work at all
  • Next I removed the editor_settings-3.tres file from %appdata%\Godot (I made a backup of it)
  • That managed to make the project manager launch
  • Of course, none of my projects were present since the file was deleted
  • I tried scanning my folder which has all of my Godot projects but it froze
  • Next I tried using a different Godot executable, I downloaded Godot v3.4_beta4 but had the same issue
  • Next I tried running it (Godot v3.3.3) from the command-line using --editor which did nothing
  • Then I deleted editor-settings-3.tres again (because it reappeared after I tried scanning my projects folder from earlier)
  • Then I ran Godot from the command line again with --verbose which got me to the project manager with no projects again
  • After this I tried scanning again and got this output:
Godot Engine v3.3.3.stable.official.b973f997f - https://godotengine.org
Using GLES3 video driver
OpenGL ES 3.0 Renderer: AMD Radeon(TM) Graphics
OpenGL ES Batching: ON
        OPTIONS
        max_join_item_commands 16
        colored_vertex_format_threshold 0.25
        batch_buffer_size 16384
        light_scissor_area_threshold 1
        item_reordering_lookahead 4
        light_max_join_items 32
        single_rect_fallback False
        debug_flash False
        diagnose_frame False
WASAPI: wFormatTag = 65534
WASAPI: nChannels = 2
WASAPI: nSamplesPerSec = 48000
WASAPI: nAvgBytesPerSec = 384000
WASAPI: nBlockAlign = 8
WASAPI: wBitsPerSample = 32
WASAPI: cbSize = 22
WASAPI: detected 2 channels
WASAPI: audio buffer frames: 1962 calculated latency: 44ms

CORE API HASH: 15198786384277183696
EDITOR API HASH: 1752727588889334904
EditorSettings: Save OK!
Loaded builtin certs
Scanning projects at: C:/Users/grego/OneDrive/From_Documents/GoDotProjs
Found 94 projects.
EditorSettings: Save OK!

So it found all the projects, saved them and couldn't load them?

This is about all I can tell from what the report says.

Thanks for all the help so far! I wonder how it fixed itself last time?

Will post more here if I get anything to work.

@nekotogd
Copy link

FIXED IT!

Well at least for me.

I read through the entries in editor_settings-3.tres and found out that a few of them were uploaded to the cloud

I use OneDrive on Windows to backup my files, so even though the directory exists, none of the files were on my disk since I had set them to be "cloud only" folders.

I took out the projects from editor_settings-3.tres that were uploaded and Godot booted up again!

However I don't know how many other people do this so I'm skeptical whether this is the same thing @aaronfranke was going through.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

5 participants