-
-
Notifications
You must be signed in to change notification settings - Fork 21.1k
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 will not startup from project manager if the default terminal application is set to Windows Terminal in Windows 11 #54076
Comments
This is likely because the Godot editor uses the console subsystem for editor builds. As a workaround, compile Godot with |
I am on Windows 11 Pro 21H2 and not able to reproduce this. Update:
Update 2:
Seems like a Windows/Windows Terminal/VSCode(vscppdbg) bug, rather than Godot. |
I am able to reproduce this consistently on 2 machines with Windows 11. The setting that messes it up is this: While "Windows Console Host" is the default, if you change the "Default terminal application" to "Windows Terminal" (which Microsoft prompts you to do, so may be a common issue). Then Godot immediately closes once opening a project. Note, this happens even on the latest stable build 3.3.4 as well. Interestingly, it only happens when opening Godot by double-clicking the exe in the file explorer, or by clicking a shortcut (for example, if you have an icon on your taskbar, which I imagine is common for Windows users). If you manually open a command prompt or the Windows Terminal, and launch Godot from there, then it works fine. If I had to guess, Godot isn't crashing. Maybe the default behavior of the Windows Terminal closes early (when whatever Godot does to switch from project manager mode to editor mode) and it is the terminal closure that is causing Godot to exit (which is why it works fine with a manually opened terminal). |
Just wanted to mention that while I can observe the very same issue on the 3.4 stable (Steam install) I don't get the issue with latest 4.0 compiled from scratch, using the Terminal Preview from Microsoft Store. I actually don't remember 4.0 ever showing this behavior since switching to Windows 11 (and Terminal Preview as the default) a month ago. However, there's a different thing going on: |
I have this issue and changing the setting back to |
|
Ahh, perhaps. I have been using it as my default terminal for a long time so maybe that was an assumption about the setting. On the other hand, I haven't touched the settings in months. Was an update for that pushed out in the last three days that turned it on by default? (I would believe it lol). EDIT: I see it in these release notes for my version from 10/21/2021 so I suppose that's it. https://github.com/microsoft/terminal/releases/tag/v1.11.2921.0 I was pretty sure I was using Godot after that, but but maybe I got the update late. |
Windows Terminal (the non-preview version) was updated on 28th October for me. I think it's the first non-preview version actually supporting to become the system default. |
Mine was modified 10/31. Probably been broken since then... that seems likely based on my recent Godot usage (ironically seems to be last used on the 31st). |
If I run it as an admin it seems to work fine. So, as a quick(er) workaround, you could check "Run this program as an administrator" and keep the Windows Terminal as the default terminal. |
I tried to run as an administrator, but the program ended up closing anyway. No results. :\ |
If anyone would still like to use the Windows Terminal below batch script is working as a workaround till version 4.0 will be released:
|
I don't have much time to experiment right now, but one thing that is worth testing, would be to use Edit: Sorry, I missed it. It is already there. I confirm the issue on my side too. Windows Terminal set as default terminal application. If I start the Godot binary from the Terminal itself, it opens projects properly. |
When I try to use that compile option, I get the following: $ scons -j16 platform=windows target=release_debug windows_subsystem=gui |
Had a bit of time earlier today, so removed the whole section using
|
I hava found a solution, add CREATE_NEW_CONSOLE flag to here Here's a Microsoft document that explains the problem: Please note this sentence in parentheses:
The reason for the issue is obvious, the editor process created by the project manager inherits the console of project manager, but the consle process exited after the project manager was quited, so the editor process was closed along with the consle process. |
Or add Probably the best we can do is to force
Exiting project manager is the reason, but it should not happen, it's a new terminal bug. The console should stay opened until the last attached process is terminated. https://docs.microsoft.com/en-us/windows/console/closing-a-console
|
Seems they changed that in Windows Terminal, it only tracks the first attached process and exits once that exits: |
Has anyone found a stable solution for this via the terminal? |
Whatever your issue is, I don't think this is related. This issue has been fixed long time ago (and I even forgot it existed). |
Estou tendo esse tipo de problema no Godot 4 |
Bugsquad note: This issue has been confirmed several times already. No need to confirm it further.
Godot version
4.0.dev(fad7034)
System information
Windows 11
Issue description
Godot will not startup from project manager if set the default terminal software to Windows Terminal in Windows 11, it will close immediately
Steps to reproduce
Minimal reproduction project
No response
The text was updated successfully, but these errors were encountered: