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- name: Bug report
- description: Report a bug in Godot
- body:
- - type: markdown
- attributes:
- value: |
- - When reporting bugs, you'll make our life simpler (and the fix will come sooner) if you follow the guidelines in this template.
- - Write a descriptive issue title above.
- - The golden rule is to **always open *one* issue for *one* bug**. If you notice several bugs and want to report them, make sure to create one new issue for each of them.
- - Search [open](https://github.com/godotengine/godot/issues) and [closed](https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aclosed) issues to ensure it has not already been reported. If you don't find a relevant match or if you're unsure, don't hesitate to **open a new issue**. The bugsquad will handle it from there if it's a duplicate.
- - Verify that you are using a [supported Godot version](https://docs.godotengine.org/en/stable/about/release_policy.html).
- - type: input
- attributes:
- label: Godot version
- description: >
- Specify the Godot version, including the Git commit hash if using a development or non-official build. The exact Godot version (including the commit hash) can be copied by clicking the version shown in the editor (bottom bar) or in the project manager (top bar).
- If you use a custom build, please test if your issue is reproducible in official builds too.
- placeholder: 3.5.stable, 4.0.dev [3041becc6]
- validations:
- required: true
- - type: input
- attributes:
- label: System information
- description: |
- - Specify the OS version, and when relevant hardware information.
- - For issues that are likely OS-specific and/or graphics-related, please specify the CPU model and architecture.
- - For graphics-related issues, specify the GPU model, driver version, and the rendering backend (GLES2, GLES3, Vulkan).
- - **Bug reports not including the required information may be closed at the maintainers' discretion.** If in doubt, always include all the requested information; it's better to include too much information than not enough information.
- - **Starting from Godot 4.1, you can copy this information to your clipboard by using *Help > Copy System Info* at the top of the editor window.**
- placeholder: Windows 10 - Godot v4.0.3.stable - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 970 (nvidia, 510.85.02) - Intel Core i7-10700KF CPU @ 3.80GHz (16 Threads)
- validations:
- required: true
- - type: textarea
- attributes:
- label: Issue description
- description: |
- Describe your issue briefly. What doesn't work, and how do you expect it to work instead?
- You can include images or videos with drag and drop, and format code blocks or logs with <code>```</code> tags.
- validations:
- required: true
- - type: textarea
- attributes:
- label: Steps to reproduce
- description: |
- List of steps or sample code that reproduces the issue. Having reproducible issues is a prerequisite for contributors to be able to solve them.
- If you include a minimal reproduction project below, you can detail how to use it here.
- validations:
- required: true
- - type: textarea
- attributes:
- label: Minimal reproduction project
- description: |
- - A small Godot project which reproduces the issue, with no unnecessary files included. Be sure to not include the `.godot` folder in the archive (but keep `project.godot`).
- - Required, unless the reproduction steps are trivial and don't require any project files to be followed. In this case, write "N/A" in the field.
- - Drag and drop a ZIP archive to upload it. **Do not select another field until the project is done uploading.**
- - **Note for C# users:** If your issue is *not* Mono-specific, please upload a minimal reproduction project written in GDScript or VisualScript. This will make it easier for contributors to reproduce the issue locally as not everyone has a Mono setup available.
- - **If you've been asked by a maintainer to upload a minimal reproduction project, you *must* do so within 7 days.** Otherwise, your bug report will be closed as it'll be considered too difficult to diagnose.
- validations:
- required: true
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