I am trying out Godot and I’ve noticed that when I export the game to linux, the result has a much longer boot time
I’m talking about an 80mb executable for a 3d game and the difference between windows and linux is 0.x seconds vs 10 seconds (the windows computer is more powerful but not by that much…)
I wouldn’t care much about that, but during that load time the scene’s ready() is triggered and music is played. This causes the cutscene to be desynced with the music and is quite jarring.
Does anyone know why this is happening? Version is 4.1.1 btw
EDIT: after some trial and error I’ve finallly found the issue. Surprisingly the cause of it was the world environment, more specifically the sky settings, which I had set to high. Bumping them down pretty much fixed the issue.
It’s probably a bug, but hey, it works now 🤷
Sounds like you found a workaround.
There might be some tricks here that could help too:
https://docs.godotengine.org/en/stable/tutorials/audio/sync_with_audio.html
_ready() is called once a node (and it’s children) are loaded. I assume it is being added to the scene earlier than other nodes due to a delay? Perhaps it’s generally not safe to start things assuming others will start at the same time?
There is a specific order that _enter_tree and _ready get called in. When the nodes enter the tree, _enter_tree is called in descending order, when all the nodes have called that, _ready calls begin in ascending order.
Thus, a child’s _ready callback is called before its parent’s. But the parent has _enter_tree called first.
But I don’t think this is the issue here.
Yeah, the music and animation stuff all is triggered on the highest level parent scene, so it should be loaded at the very end.
It’s also curious that the music starts during the splash screen while the animation loads properly after everythin’s been loaded even if the music is called by the animation.
You can wait untill everything is ready to start music in sync with animations. You’d probably put it in _process and wait for a signal or poll tree until it says it’s ready.
Well I have something like:
func _ready(): $AnimationPlayer.queue("1-1-1") $AnimationPlayer.queue("1-1-2") func _on_animation_player_animation_started(anim_name): if (anim_name == "1-1-1"): $Audio/ReadySetGo.play() pass
I don’t know what else could be done
You don’t have Autoplay checked for the AudioStreamPlayer[2D|3D] node, do you? (Sorry for the obvious question, but we out here on the net never know.)
No, autoplay is off
Found this question on AskGodot. https://ask.godotengine.org/60353/how-to-wait-the-whole-scene-load-to-execute
I didn’t quite understand what the answer was on about. A reddit thread (linked to using Await)[https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_basics.html#awaiting-for-signals-or-coroutines], but offered no further details
I’ve also found this tutorial for Background Loading, maybe it can help you? https://docs.huihoo.com/godotengine/godot-docs/godot/tutorials/engine/background_loading.html
As for the significant difference in load time on linux, that’s really head scratching. Similar enough graphics cards on both? What render are you using? OpenGL, Vulkan?
Hmm neither of these suggestiona seem to be applicable to me 🥲.
As for the performance differenece, In the mean time I’ve tried out many different changes and now the load time difference seems to be proportional to the fps (around 10x difference for context(3060ti vs vega 8)).
Perhaps that’s thanks to caching or something similar as I tested on a lightly used Fedora install.