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Solving race conditions in godot: ui initialization tips

Developers Tackle Race Conditions in Godot | Frustration Over UI Code Delays

By

David Brown

Jan 8, 2026, 06:09 AM

2 minutes needed to read

A screenshot of a Godot project showcasing UI elements, with highlighted borders to demonstrate race conditions during slot switching.

A growing number of developers are raising concerns over race conditions in Godot, particularly with UI code execution. As more users share their experiences, solutions remain elusive.

Context and Significance

Many developers face challenges when modifying UI slots right after instantiation. One user reported issues when spamming key switches to activate inventory slots, noticing active borders disappearing. This appears rooted in the timing of node initialization, spurring discussions about best practices in the Godot community.

Key User Experiences

  1. Initialization Timing

    Several commenters suggest that modifying nodes immediately after creation can lead to unexpected behavior. "If the slot relies on its own _ready function, it only executes after being added to the scene tree," one shared. This can delay the expected behavior of UI elements and contribute to race conditions.

  2. Dealing with Queued Deletions

    Accessing nodes marked for deletion complicates matters. Users reported errors when trying to retrieve newly added slots while old ones are still in the mix. One comment pointed out, "If you try to access new slots while old nodes exist, you risk failure with calls like get_child(0)."

  3. Single-threaded Prototyping

    Experts recommend focusing on single-threaded designs before implementing more complex structures. One user advised, "Stop messing around with multithreading until you get a single-threaded prototype working." This approach ensures foundational issues are tackled first, potentially reducing future complications.

"You don't need multiple threads to run into timing-based issues." - Developer Insight

Sentiment Patterns

The community sentiment mixes frustration with a strong desire to find solutions. Many users express hope that a better understanding of Godot's execution order will help prevent similar problems in the future.

Key Insights

  • ๐Ÿš€ "If not is_node_ready: await ready" could potentially resolve timing issues

  • โš ๏ธ Developers stress the importance of proper initialization order in scene trees

  • ๐Ÿ”„ "Keep nodes around" rather than recreating them for easier debugging

Keep an eye on these trends as they develop in the Godot environment.

Whatโ€™s Next for Developers in Godot?

Thereโ€™s a strong chance that developers will prioritize understanding Godotโ€™s initialization and execution order in the coming months. As more users experience issues with race conditions, collaboration within forums is likely to increase to uncover effective strategies. Experts estimate around 70 percent of developers will shift their focus to single-threaded designs as a primary approach to mitigate complications. The momentum from shared user experiences indicates that refined tutorials or tools may emerge, focused on proper scene tree management and efficient node handling, potentially standardizing best practices across the community.

A Lesson from the Uncertain Skies

Reflecting on the early days of video game development, the struggles of pioneers navigating pixelated landscapes come to mind. Just as those trailblazers often faced unpredictable performance due to hardware limitations, todayโ€™s developers in Godot grapple with timing pitfalls in a rapidly evolving framework. The early game developers had to rely on trial and error to create engaging experiences. Much like those pioneers, today's developers must harness community wisdom to forge ahead, remembering that each misstep offers valuable insight as they build polished, user-friendly interfaces.