I am trying out Godot and I’ve noticed that when I export the game to linux, the result has a much longer boot time
I’m talking about an 80mb executable for a 3d game and the difference between windows and linux is 0.x seconds vs 10 seconds (the windows computer is more powerful but not by that much…)
I wouldn’t care much about that, but during that load time the scene’s ready() is triggered and music is played. This causes the cutscene to be desynced with the music and is quite jarring.
Does anyone know why this is happening? Version is 4.1.1 btw
EDIT: after some trial and error I’ve finallly found the issue. Surprisingly the cause of it was the world environment, more specifically the sky settings, which I had set to high. Bumping them down pretty much fixed the issue.
It’s probably a bug, but hey, it works now 🤷
There is a specific order that _enter_tree and _ready get called in. When the nodes enter the tree, _enter_tree is called in descending order, when all the nodes have called that, _ready calls begin in ascending order.
Thus, a child’s _ready callback is called before its parent’s. But the parent has _enter_tree called first.
But I don’t think this is the issue here.
Yeah, the music and animation stuff all is triggered on the highest level parent scene, so it should be loaded at the very end.
It’s also curious that the music starts during the splash screen while the animation loads properly after everythin’s been loaded even if the music is called by the animation.