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[4.2] Editor hangs when starting projects (macOS) #85563
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I am on Apple Silicon on Ventura 13.6.1 and also can't get Godot 4.2 to open. Hangs on the splash screen. I waited 6 minutes in case it was shader recompiling and nothing beyond the beachball. This happens with both new projects and old projects that need to be converted. (comment copied from #85616 (closed)) |
I can't reproduce this on M1 Mac. Try opening the project for the terminal, to check for errors:
Also try cleaning up Godot settings and caches:
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Hangs after Shaders and Servers, on "Class 'EditorExportGDScript' is not exposed, skipping."
Same result - hangs on existing or new projects after "Class xxx is not exposed, skipping' list.
So far, same result (3+ minutes, leaving it running for a bit longer to see if anything happens.) |
Are you using any plugins/add-ons in your project? Is it reproducible with the new and empty project? |
zero plugins, 100% fresh project |
No plugins being used. I tested previous 4.2 betas and I am able to open and use 4.2 beta 1, but no version after that opens (similar hangs as with 4.2.stable). |
Same results here. Also hangs at the same line after clearing the various caches, as suggested. I'm not using any plugins either. I wondered if recent OS updates might have caused something weird, but I'm still able to open and create projects on Godot v4.1.3. |
Adding --rendering-method gl_compatibility worked for me. "mobile" did not work. "forward_plus" hanged the whole machine. |
Ok. I feel like my Mac is messing with me now. I tried testing a new user account (standard, not administrator) and installing Godot 4.2 there. It asked for Administrative privileges to install Apple software (unspecified). Godot 4.2 stable opened fine in the new user account. I logged out and into my regular account. 4.2 stable (Forward+) now opens without a hitch - both new projects and existing projects (started in 4.1). Running Godot 4.2 verbose from the command line now does not give the block of 'Class xxx is not exposed, skipping' messages. I don't know what changed, but other than the new user account there have been no other user-initiated changes (and I have my system download updates but not install them until I say). I did have a spontaneous reboot yesterday from a short power loss in my neighborhood. Maybe turning it off and back on again, ¯_(ツ)_/¯? Let me know if I can provide more info to help others - I don't know what to look for, but am willing to try if anyone has any ideas. |
Interesting find, the question is, what's invoking But I guess it's the same issue as #85114 (#85168 was intended to fix, but I guess |
I have ALSO been getting a prompt on my apple watch, with no identification, which I then dismissed. Very very interesting. |
I've got a voodoo-like trick working for me: Open the project normally, and as soon as I see the Godot splash-icon I press command-h (hide app), wait a little and click on the app icon to show the window again. |
This happened to me too after a first-time install and making new "Mobile" project. When I turned on verbose, console was spewing the same message until I force-quit:
I'm also using v4.2.stable.official.46dc27791 but on an Intel MacBook Pro running Sonoma 14.1.2 (23B92). I worked around it by specifying |
It seems that, in my case, the problem was caused by not having installed the latest Xcode command line tools after applying the latest major macOS update. I launched Xcode and was prompted to install additional components and then, when Xcode was done with installing, I was able to launch Godot. |
I was also encountering this issue and the comments here helped me find this workaround:
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I installed Godot for the first time and encountered this issue after creating the initial project. Unfortunately, the steps mentioned in the previous message didn't work for me ( Here are the steps that resolved the issue for me:
After completing these two steps, I was able to open the project. Additionally, while having the frozen Godot window open, I noticed a few |
Wanted to jump in and mention that I am also experiencing this issue. I'm on a Mac Studio 2022 with an M1 Max chip running MacOS Sonoma 14.2.1. I tried doing the console input as suggested in the comments and I'm getting first a warning
which according to Google is a security issue that needs to be reported to Godot. Then it tells me the path to the project is wrong, but I've double checked and used auto-complete in the terminal to be sure. I wanted to start learning Godot today so this is a bit of a bummer. Hopefully it will be resolved soon because I can't do anything with the engine in this state. EDIT: the Xcode workaround also works for me. Once XCode has installed the additional components for development on MacOS then the editor opens. |
+1 here. M1 macBook Pro on the very latest macOS Sonoma 14.4.1. Some of my observations
I opened up XCode, and I needed to update some components. I tried to do that, and the Installing Additional Components dialog just went forever without doing anything. Then I rebooted as per @esvyridov then opened XCode, and this time it prompted for elevated privileges which I granted. It finished installing things and XCode finally opened. Then I closed XCode. Now all Godot versions work perfectly. So to sum up:
So the issue must be something introduced in 4.2 which was then partially fixed in 4.3. Some reliance on "developer tools" on macOS (i.e. xcode-select --install)? |
It sounds like the workaround is pretty clear now, users running into this can avoid the problem by updating XCode. But its very weird that it happens in the first place. And the fact that it doesn't seem to happen with 4.1 points to something we do causing this. @bruvzg Any ideas? Perhaps there is a way for us to provide compatiblity for people with out-of-date XCode versions so they don't run into this in the first place |
Possibly related: I started a 4.2.2 project on Windows 10, and today I tried pulling the proj to my intel mac for the first time. Editor appeared to load fine, but I could not run the scene. It would display the window, but with the Godot background, and would proceed to hang from there. |
Godot version
v4.2.stable.official [46dc277]
System information
macOS 14.1.2 (23B92), M1 Pro (ARM64)
Issue description
When trying to open and upgrade an existing (4.1) project, or start a new project, Godot hangs immediately after the Project Manager dialogue. I've left it running for ~10 minutes just in case, but nothing else happens. Only option is to force quit.
Window after selecting a project:
Steps to reproduce
Minimal reproduction project
N/A
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