• RuntimesGodot
  • [Godot] Editor display and permissions issues on macOS

Problem statement

I downloaded Godot 4.1.1 for macOS from here: http://de.esotericsoftware.com/spine-godot
When I start Godot, a macOS dialog appears and asks to access files on "Desktop" (which is the expected behaviour). But the regular Gogot version only asks for permission once. The custom Godot Spine version asks for permission every time I start Gogot.

Also there is an issue with font rendering, see attached screenshot (from a regular 1080p monitor). And I can’t resize the Godot window. And most of the time, Godot crashes immediately after clicking anywhere in the application, I can’t even install the export templates.

UI in Godot Spine version:

UI in regular Godot:

Editor information

Godot 4.1.1 on macOS (Apple Silicon)

Related Discussions
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Apologies. We are building the latest stable branch and our modifications do not change anything core like font rendering. I see what's up with that. I've created an issue here:

EsotericSoftware/spine-runtimes2371

What exact macOS version are you running?

macOS 13.5.2 on a M1 Macbook Pro.

Further infos:

  • Resetting Godot by deleting ~/Library/Application Support/Godot did not work.
  • I did not find a crash log for Godot in macOS.
  • In the System Settings > Privacy > Files and Folders, Godot has access to the Desktop. But still asks every time.

Are you using Godot with or without C# support? It's very weird, I run the exact same macOS version on an M1 and can not reproduce those issues (yet).

I just tried Godot Spine on an old Macbook Pro with macOS 10.15.7. When I try to resize Godot, the application also freezes and the "beachball" cursor appears.

Both Macbooks use German language. There is no anti-virus software or any other unusual application running which might interfere with Godot.

The regular Godot version work fine.

Could you still post the full console log? I can try make sense of that.

I can now reproduce the beach ball of death when trying to resize the window! I can not reproduce it with the official Godot binary. Still weird, as we don't modify any of the windowing code. I'll update the issue once I've figured this out.

Doesn't happen with the 3.5 binary.

I've finally figured this out. It's an a bug in Godot 4.1.1-stable, which doesn't work with the latest MoltenVK SDK on macOS. We are always using the latest SDK, while official Godot binaries use a very old SDK version.

New binaries are currently build on our end. They should be ready in 2-3 hours from now. Please redownload the editor from our site and try again later.

Thanks, resizing the window works now.

I can't reproduce neither the font rendering issue nor the constants requests for file permissions.

For the former, could you please try it without an external monitor (provided you aren't using a mac mini or studio)?

For the file permissions, I'm simply puzzled. I'm afraid I have no idea why this happens on your machine.

The font rendering issue only happens when I connect my Macbook to a low resolution (1080p) monitor. On the internal display and a 4K monitor, there is no issue. On the 1080p Monitor, I can fix the issue by setting the Renderer to "Compatibility".

If nobody else has the font rendering and permissions issues, feel free to ignore these issues for now.

Thanks for the info! Since the official Godot editor binary does not have the font issue on 1080p, I'd like to fix it. I'll try to reproduce this (have to find a 1080p monitor first 😛).

Regarding the permissions issue, I'll ask the Godot devs. Maybe they have an idea what might be different.

2 mois plus tard

Unfortunately I get a similar issue with 4.1.3 on M1 Mac mini. Every time I open Godot-spine it asks permission to access the microphone. Not only that it asks for the same permission every time I run a scene! Which is a real workflow killer. The offical Godot release doesn't do it. I'm running macOS 14.1.

I still don't know why that is I'm afraid.

OK it is definitely something local to my MacMini. On my M1 Pro MacBookPro it doesn't do it. Weird that normal Godot doesn't display it on either machine.

un mois plus tard

I still have same issue, i have two mac books, one with Intel and another with Silicon M1.
The one with M1, have these rendering font issues, while the intel version renders correctly.
I use a wide secondary monitor, which isn't 4k.

If theres, some extra info that i could share to help in this case!
Thanks

Tried today, using the Widescreen with the closed Mac - and it worked. Turns out it appears to be related with different resolutions, when i switch Godot from screens, the glitch fonts appear, but if i open the Godot in the Widescreen directly, i dont have this issue. Very weird!

Hi guys i am experiencing the same issue with the fonts with godot spine.I am using a Mac m1 sillicon with godot spine 4.2 and i have a large display monitor connected to it. Find below the screenshot showing godot-spine running on the main screen

and here it is on the other screen the large one it is very blurry ...of course it happens only with godot-spine..regular godot displays properly:

I would like to mention that setting the renderer to Compatibility fixes the font issue on the external display ...but why is that ?

The mutliple permission windows issue persist though

As before, I still have no idea how to fix this. Sadly, nobody on the Godot chat knows either.

  • zjjt a répondu à ça.

    Mario It is truly weird...it is usable though but still a bit annoying...
    here is a video showing the permission issue persisting on Godot 4.2 on M1 Apple Silicon Sonoma 14.2.1.

      zjjt I have encountered a similar situation, but from what I have found in the Godot community, it must have been a problem that Godot originally had, not just spine-godot. In my case, I was able to solve the permission problem by creating a folder under the user folder to put my Godot project in, and opening it there.

      • zjjt a répondu à ça.

        Misaki Thanks for pointing that out i will try it now

        Guys i have fixed the permissions issue on my end by running the following command in a terminal shell

        codesign -s - --deep /Applications/godot.app

        Hope it helps.

        Huh, I wonder if we could sign the app package with a temp key as well. Thanks for reporting!

        un mois plus tard

        Did you come to try signing the app package?

        I do have the permission issues on an M1-Mac, as well. With me, (Spine-)Godot is requesting access to a removable volume which makes sense because my projects folder is located on an external SSD. However, no other application on my system (including normal C#-enabled Godot) has that issue. In fact, I am experiencing it the first time ever, now that I'm trying to use Spine with Godot.

        Enabling access in system settings doesn't help nor does granting Spine-Godot full disk access. Running the terminal command that zjjt mentioned results in the message "---deep: no identity found" for me with no further effect.

        Googling the issue, people seem to have solved it with other software by notarizing the app with Apple, which appears to be nothing complicated but requires App Developer status which costs 99$/year.

        Perhaps that's something you guys could do?
        It's not a software-breaking issue, of course, but it's a hell of a lot annoying to have to click "Allow" two to six times on every opening of Godot and every little build you try to playtest.
        For me, it voids the speed advantage Godot used to have over Unity. Compilation is super fast, but then I have to click "Allow", "Allow", "Allow", "Allow" before the build plays, sigh ..

        Edit: Okay, at least for builds, I too can avoid the issue by moving my project folder to my primary disc. That's inconvenient, because I have the M1 mac mini with the smallest internal drive (128 gigs, almost full) and now need to keep my spine-enabled Godot projects separate from all the others. But it's better than the alternative, for the time being.

        (Damn, I cannot edit my reply twice? ... just wanted to correct me on my Mac Mini only having 128 Gigabytes of space; it's 256 Gb, of course ..)

        Okay, there's one more issue, unfortunately. Whenever I reexport a spine skeleton, Godot registers the change, tries to reimport the changed data, at 50% asks for my permission to access external volumes (again..) and then crashes.

        This happens consistently and always. I'm not sure if it has to do with the permissions issue, but it sure crashes right after asking for those.

        I'm using the C#-enabled 4.2.1 version of Godot, by the way.