godot: Pressing "Play" in the editor stops working after some time

Godot version:

v3.2.1.stable.official

OS/device including version:

macOS Catalina
Version 10.15.4

Issue description:

I was using Godot for a few hours without any problems. But, after some time, Godot cannot run the project anymore. Pressing Play produces this Output:

--- Debugging process started ---
--- Debugging process stopped ---

And the game does not start. I tried multiple things to fix this - reinstalling Godot, deleting the config directory (~/Application Support/Godot), restarting the editor, restarting the computer. Sometimes the issue goes away and I can use Godot for a while. But it always comes back and Godot somehow loses the ability to Play the project.

I should probably get more information about why this might be happening but I don’t know where to look. There’s no output in the console, no error. 🤷

If you need any further information, let me know where to look and I’ll update this issue.

Steps to reproduce:

The issue seems to be random and I don’t know how to reproduce it.

Minimal reproduction project:

About this issue

  • Original URL
  • State: open
  • Created 4 years ago
  • Reactions: 9
  • Comments: 27 (13 by maintainers)

Most upvoted comments

Maybe this can help someone:

OS: 10.15.7 Godot 3.4.stable.official [206ba70f4]

I had a similar problem while tinkering with GDscript and a lot of data. I was generating a lot of errors when running my project. Then suddenly the project stop running.

Errors are recorded in log files here: ~/Library/Godot/app_userdata/NAME_OF_YOUR_PROJECT/logs. Some of the files were really big (between 200Mb and 400Mb). The biggest one was godot.log at about 600Mb.

I erased those log files and was able to run my project successfully. Maybe having a look a the content of those file before erasing it will probably give some hints about what is wrong with the project.

My guess is that Godot probably have to load godot.log to appends new errors at the end of it. This take time and memory. Maybe it crash. But don’t quote me on this I haven’t dig in the source code to see how it works.

Well, I found a fix! It was effectively coming from the debugger not being able to connect to localhost.

I’m showing the solution in video for anybody here who would have the same problem. Basically changed the IPv4 localhost loopback adress to IPv6 locahost loopback adresss. (127.0.0.1 to 0:0:0:0:0:0:0:1):

https://github.com/godotengine/godot/assets/25788991/6c1174e7-94af-441e-952a-8783dbedd82c

Notice that I do have a DNS blocker so that might explain why it was not working. However, I already allowed 127.0.0.1 (for every port) and the debugger DOES work on 127.0.0.1 on Godot 4. So I don’t understand why only Godot 3 on 127.0.0.1 doesn’t work.

Ok, actually launching Godot from the console with --verbose gives me this when I try to play a scene:

--- Debugger started ---
Socket error: 13
Connection to remote host failed!
--- Debugger stopped ---

So in my case, it might have to do with the debugger not being able to launch on a localhost port I guess.

I’ve experienced a similar issue on Linux on 4.0.beta4, which is generally caused by one of two things:

  • The engine binary was replaced or removed while the editor is running. Windows doesn’t allow doing this, but macOS and Linux do.
  • One of the project’s scripts causes the engine to crash on startup (infinite recursion, etc).

Double-check your project for either of these causes.

Errors are recorded in log files here: ~/Library/Godot/app_userdata/NAME_OF_YOUR_PROJECT/logs. Some of the files were really big (between 200Mb and 400Mb). The biggest one was godot.log at about 600Mb.

For reference, this is now tracked in https://github.com/godotengine/godot/issues/45181.