godotengine / godotengine/godot
print() Shows inaccurate data after ~15-ish seconds
- Dominant language
- C++
- Stars
- 117k
- Forks
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- PR merge metrics
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Description
### Tested versions
- Reproducible in: Godot 4.3 Stable (Only one I tested).
### System information
Godot v4.3.stable - Windows 10.0.22631 (Windows 11, but it says 10 on Godot for some reason?) - GLES3 (Compatibility) - NVIDIA GeForce RTX 3060 Laptop GPU (NVIDIA; 32.0.15.6081) - 11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz (16 Threads)
### Issue description
https://github.com/user-attachments/assets/fd593951-a2f8-44f2-93dc-9861543c2c4a
Essentially, for the first 15 seconds i play the game, using print() to print the player's state, etc. works fine.
After 15 seconds, it just breaks and prints out incorrect values. The game itself continues to print correct values. No clue what the reason behind this might be, nor what causes it.
I don't think that this is a coding bug and rather an engine bug because the game itself works just fine, and also gives accurate data, but the editor's print() is very inaccurate.
### Steps to reproduce
- Run the project on the 'night' scene
- Wait 15 seconds
- Labels will work fine but the print() statements will not.
### Minimal reproduction project (MRP)
project is over 700mb large, can't attach it. I don't know how to reproduce it outside of this project.
Contributor guide
Research direction
Start by running the reported project on the “night” scene and comparing print() output with the on-screen labels after about 15 seconds. Since no minimal reproduction or relevant file or test is provided, first isolate a smaller reproduction; the issue is complete when the cause of the inaccurate output is identified and print() remains accurate during the reported interval.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- devtools
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 18/100