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0.kind: bugSomething is brokenSomething is broken6.topic: darwinRunning or building packages on DarwinRunning or building packages on Darwin
Description
Nixpkgs version
- Stable (25.11)
Describe the bug
After building Godot from 46d3045 for aarch64-darwin, I can open the project selection screen but then the app crashes whenever I try to actually open a project.
Steps to reproduce
- Install Godot on
aarch64-darwinfrom 46d3045 - Launch Godot (project selection screen)
- Select an existing project OR create a new project
- When Godot attempts to load the project, it crashes
Expected behaviour
expected the project to load in the editor
Screenshots
No response
Relevant log output
-> 11:12:36 AM speelbarrow ~ realpath `where godot`
/nix/store/dph8f43jlbdfdh1wlmmw0xc6xagl1g0y-godot-4.6-stable/libexec/godot.macos.editor.arm64
-> 11:12:41 AM speelbarrow ~ /nix/store/dph8f43jlbdfdh1wlmmw0xc6xagl1g0y-godot-4.6-stable/bin/godot ~/Documents/University/W26/CPS643/labs/1/roll-a-ball/project.godot
Initialize godot-rust (API v4.5.stable.official, runtime v4.6.stable.nixpkgs, safeguards strict)
Godot Engine v4.6.stable.nixpkgs.89cea1439 - https://godotengine.org
Metal 4.0 - Forward+ - Using Device #0: Apple - Apple M1 (Apple7)
ERROR: Condition "p_name.is_empty()" is true.
at: set_name (scene/main/node.cpp:1432)
ERROR: Cannot get class 'GitPlugin'.
at: _instantiate_internal (core/object/class_db.cpp:565)
ERROR: Received a nullptr VCS extension instance during construction.
at: _load_plugin (editor/version_control/version_control_editor_plugin.cpp:166)
ERROR: /root: The caller thread can't call the function `propagate_notification()` on this node. Use `call_deferred()` or `call_deferred_thread_group()` instead.
at: propagate_notification (scene/main/node.cpp:2597)
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.6.stable.nixpkgs (89cea143987d564363e15d207438530651d943ac)
Dumping the backtrace. Please include this when reporting the bug on: https://github.com/godotengine/godot/issues
[1] 1 libsystem_platform.dylib 0x0000000197503744 _sigtramp + 56
[2] spirv_cross::Compiler::get_shader_resources(std::__1::unordered_set<spirv_cross::TypedID<(spirv_cross::Types)2>, std::__1::hash<spirv_cross::TypedID<(spirv_cross::Types)2>>, std::__1::equal_to<spirv_cross::TypedID<(spirv_cross::Types)2>>, std::__1::allocator<spirv_cross::TypedID<(spirv_cross::Types)2>>> const*) const
[3] RenderingShaderContainerMetal::_set_code_from_spirv(RenderingShaderContainer::ReflectShader const&) (in godot.macos.editor.arm64) + 2392
[4] RenderingShaderContainer::set_code_from_spirv(String const&, Span<RenderingDeviceCommons::ShaderStageSPIRVData>) (in godot.macos.editor.arm64) + 112
[5] RenderingDevice::shader_compile_binary_from_spirv(Vector<RenderingDeviceCommons::ShaderStageSPIRVData> const&, String const&) (in godot.macos.editor.arm64) + 116
[6] ShaderRD::_compile_variant(unsigned int, ShaderRD::CompileData) (in godot.macos.editor.arm64) + 248
[7] WorkerThreadPool::_process_task(WorkerThreadPool::Task*) (in godot.macos.editor.arm64) + 360
[8] WorkerThreadPool::_thread_function(void*) (in godot.macos.editor.arm64) + 352
[9] Thread::thread_callback(void*) (in godot.macos.editor.arm64) + 80
[10] 10 libsystem_pthread.dylib 0x00000001974f9c08 _pthread_start + 136
[11] 11 libsystem_pthread.dylib 0x00000001974f4ba8 thread_start + 8
-- END OF C++ BACKTRACE --
================================================================
zsh: abort /nix/store/dph8f43jlbdfdh1wlmmw0xc6xagl1g0y-godot-4.6-stable/bin/godot
-> 11:13:40 AM speelbarrow ~ which godot
-> 11:14:14 AM speelbarrow ~ /nix/store/dph8f43jlbdfdh1wlmmw0xc6xagl1g0y-godot-4.6-stable/bin/godot
Godot Engine v4.6.stable.nixpkgs.89cea1439 - https://godotengine.org
OpenGL API 4.1 Metal - 90.5 - Compatibility - Using Device: Apple - Apple M1
Editing project: /Users/speelbarrow/Code/Godot/test
-> 11:14:30 AM speelbarrow ~ Godot Engine v4.6.stable.nixpkgs.89cea1439 - https://godotengine.org
Metal 4.0 - Forward+ - Using Device #0: Apple - Apple M1 (Apple7)
godot.macos.editor.arm64(2235,0x1703ab000) malloc: *** error for object 0x15000044496e6f69: pointer being freed was not allocated
godot.macos.editor.arm64(2235,0x17029f000) malloc: *** error for object 0x15000044496e6f69: pointer being freed was not allocated
godot.macos.editor.arm64(2235,0x1707db000) malloc: *** error for object 0x15000044496e6f69: pointer being freed was not allocated
godot.macos.editor.arm64(2235,0x1703ab000) malloc: *** set a breakpoint in malloc_error_break to debug
godot.macos.editor.arm64(2235,0x1704b7000) malloc: *** error for object 0x15000044496e6f69: pointer being freed was not allocated
godot.macos.editor.arm64(2235,0x17029f000) malloc: *** set a breakpoint in malloc_error_break to debug
godot.macos.editor.arm64(2235,0x1706cf000) malloc: *** error for object 0x15000044496e6f69: pointer being freed was not allocated
godot.macos.editor.arm64(2235,0x1707db000) malloc: *** set a breakpoint in malloc_error_break to debug
godot.macos.editor.arm64(2235,0x1705c3000) malloc: *** error for object 0x15000044496e6f69: pointer being freed was not allocated
godot.macos.editor.arm64(2235,0x1705c3000) malloc: *** set a breakpoint in malloc_error_break to debug
godot.macos.editor.arm64(2235,0x1704b7000) malloc: *** set a breakpoint in malloc_error_break to debug
godot.macos.editor.arm64(2235,0x1706cf000) malloc: *** set a breakpoint in malloc_error_break to debug
-> 11:14:41 AM speelbarrow ~ /nix/store/dph8f43jlbdfdh1wlmmw0xc6xagl1g0y-godot-4.6-stable/bin/godot ~/Code/Godot/test/project.godot
Godot Engine v4.6.stable.nixpkgs.89cea1439 - https://godotengine.org
Metal 4.0 - Forward+ - Using Device #0: Apple - Apple M1 (Apple7)
godot(2368,0x16d873000) malloc: *** error for object 0x15000044496e6f69: pointer being freed was not allocated
godot(2368,0x16d97f000) malloc: *** error for object 0x15000044496e6f69: pointer being freed was not allocated
godot(2368,0x16d873000) malloc: *** set a breakpoint in malloc_error_break to debug
godot(2368,0x16d97f000) malloc: *** set a breakpoint in malloc_error_break to debug
godot(2368,0x16d337000) malloc: *** error for object 0x15000044496e6f69: pointer being freed was not allocated
godot(2368,0x16d767000) malloc: *** error for object 0x15000044496e6f69: pointer being freed was not allocated
godot(2368,0x16d337000) malloc: *** set a breakpoint in malloc_error_break to debug
godot(2368,0x16d767000) malloc: *** set a breakpoint in malloc_error_break to debug
zsh: abort /nix/store/dph8f43jlbdfdh1wlmmw0xc6xagl1g0y-godot-4.6-stable/bin/godot
-> 11:14:50 AM speelbarrow ~Additional context
This issue does not occur when using the .app bundle from Godot's downloads page. I have tested this for both Godot 4.5 and Godot 4.6.
In log output:
- First attempt was to open an existing project
- Second attempt was to create a new project from the project selection screen and then open it
- Third attempt was to open the project created by the second attempt
System metadata
- system:
"aarch64-darwin" - host os:
Darwin 25.2.0, macOS 26.2 - multi-user?:
yes - sandbox:
no - version:
nix-env (Nix) 2.31.2+1 - channels(root):
"darwin-25.11.tar.gz, home-manager-25.11.tar.gz, nixpkgs-25.11-darwin" - nixpkgs:
/nix/store/ghvgyb0pimzbrz9c6xyf2v5v2g1gfq8d-nixpkgs-25.11-darwin/nixpkgs
Are you using nix-darwin?
Yes, I am using nix-darwin.
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Note for maintainers: Please tag this issue in your pull request description. (i.e. Resolves #ISSUE.)
I assert that this issue is relevant for Nixpkgs
- I assert that this is a bug and not a support request.
- I assert that this is not a duplicate of an existing issue.
- I assert that I have read the NixOS Code of Conduct and agree to abide by it.
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0.kind: bugSomething is brokenSomething is broken6.topic: darwinRunning or building packages on DarwinRunning or building packages on Darwin