After AGM was updated to the new version—1.3.1—the app may crash unexpectedly, regardless of any action taken.
Since there are no error messages and the crashes can occur during any operation, they are difficult to reproduce.
Given the frequent crashes and extreme instability of the app, as well as similar reports from other users, I am posting this to report the issue and hope that the official team can identify and resolve it.
If anyone else is experiencing similar issues, please share your feedback so we can determine the root cause.
Attach an error log. In the Windows File Explorer address bar you can navigate to:
This is where the log files are saved and stored. When you get a crash you check the most recent log. Usually at the very bottom for the most recent error.
C:\Users\[USER]\AppData\Roaming\Agm\app_userdata\Menu Sample\logs
or %APPDATA%\Agm\app_userdata\Menu Sample\logs
Some crashing happens before AGMaker has time to write a log.
In that case you can find more info to attach with your report from the Windows Event Viewer. This link is a guide on getting to the Windows Event Viewer and looking for System crashes, at around the time you had the crash. Getting started with the Event Viewer on Windows 10 | Windows Central
Action Game Maker 1.3.1 based on Godot v4.4 - ACTION GAME MAKER 公式ホームページ
Vulkan 1.4.344 - Forward+ - Using Device #0: AMD - AMD Radeon RX 9060 XT
ERROR: 46 RID allocations of type ‘class GodotShape2D * __ptr64’ were leaked at exit.
ERROR: 47 shaders of type CanvasShaderRD were never freed
at: ShaderRD::~ShaderRD (servers\rendering\renderer_rd\shader_rd.cpp:898)
Quick note on the first set: the RID and shader lines about things leaked or never freed at exit are just cleanup warnings that print when the editor closes down after a crash. So those aren’t the actual cause, they’re a side effect of it exiting the way it did.
The one that matters is the Event Viewer log. That 0xc0000005 is an access violation happening inside the editor itself. What stands out to me is your GPU line: AMD Radeon RX 9060 XT on Vulkan with Forward+. That’s a pretty new card, and random crashes that fire during any operation and can’t be reproduced often point to a graphics driver issue rather than a specific action in AGMaker.
From what I’ve found so far, the first thing worth trying is making sure your AMD drivers are fully up to date, then see if the crashing changes at all. If updating drivers changes anything, let me know, it’ll help narrow down whether it’s driver side or engine side.
Alright, Mr. BAZ, this computer was bought last July specifically for developing games with AGM, hahaha.
I’ll try updating the graphics drivers and then observe.
I updated the AMD drivers, and there was indeed an update.
Then, when using AGM, it crashed again.
The specific error message is similar to the previous one.
I’m also experiencing crashes. The editor interface crashes without any warning, but the game doesn’t crash when I press F5. If it happens again, I’ll upload the error log.
I suspect that the new “Animation Collection” section in the latest version may be conflicting with other sections, as this issue hasn’t occurred in previous versions.
First of all, thank you Mr. BAZ and the official team for providing the technical solution.
Here I am sharing the solution from the official email:
(1) Problem:
Compatibility issue between AMD graphics cards and Godot. The currently effective workaround is to force the editor to use the OpenGL/Compatibility renderer instead of Vulkan, as the crashes are caused by Vulkan losing device information.
(2) Solution:
In Steam, right-click ACTION GAME MAKER → Properties → General → Launch Options, and add:
–rendering-driver opengl3
Then start the game normally.
(3) Optimization:
In the project settings input_devices/pen_tablet/driver.windows, setting --no-to-perform-binding to dummy instead of --no-to-perform-binding can disable Godot’s tablet polling, thereby resolving editor lag issues encountered by some users when using the default Winink driver.
Finally: The official team stated that this is currently a compromise solution, which will sacrifice a bit of performance. However, my personal testing shows it is very effective; after running AGM for about 2 hours, there were no more crashes. In short, until a better technical solution is available, let’s use this one to solve the problem!
Once again, thank you Mr. BAZ and the AGM official team for your technical assistance!