Godot Version

Version 4.7.2+

Problem

Mouse motion stutters when exporting for windows from version 4.7.2 on.

Here it is in 4.7.2

Solution

Roll back to version 4.7.1

Steps to reproduce

image

image

  1. Add SpringArm3D with a Camera3D child
  2. Add a MeshInstance3D in front of the camera as a reference point
  3. Attach this script to SpringArm3D
extends SpringArm3D  
func _ready() -> void:     
    get_tree().root.grab_focus()     
    Input.mouse_mode = Input.MOUSE_MODE_CAPTURED  
func _unhandled_key_input(event: InputEvent) -> void:     
    print(event.as_text())     
    if (         
        event is InputEventKey         
        and (event as InputEventKey).physical_keycode == KEY_ESCAPE
    ):         
        get_tree().quit()  
func _unhandled_input(event: InputEvent) -> void:     
    if event is InputEventMouseMotion:         
        #rotation_degrees.y += event.screen_relative.x * 0.05         
        rotation_degrees.y = fposmod(rotation_degrees.y + event.screen_relative.x * 0.05, 360.0) 
  1. Export for Windows (Project > Export)

image

ETA:

My pipeline:

  • Godot 4.7.2+ on Linux
  • Windows x86_64 Export Template
  • Using Wine-11.0 to launch the .exe from my Linux OS

It doesn’t seem to be a Wine issue, because it runs fine in earlier godot versions (4.7.1 or less), and runs fine when exported for linux. I’ve also tried running it on Proton via the Steam library and it has the same issue.

Link to the forum thread:
https://forum.godotengine.org/t/mouse-motion-stutters-when-exporting-for-windows-from-version-4-7-2/143977

Download

Download
CameraTestLinux4-7-1.x86_64 70 MB
Download
Camera TestWin 4.7.2(bricked).exe 104 MB
Download
Camera TestWin 4.7.1.exe 104 MB
Download
camera-testbed.zip 6.6 kB

Comments

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Web version seems to work as well without issue (other than the fact that I didn't optimize it for the web)