Forward+ and Compatibility without surprises
Games built on Forward+ can end up on the Compatibility renderer (OpenGL): phones where Metal/Vulkan is unavailable, weak GPUs, or a project that picks it for battery. The failures are silent: no error, just black fruit, pale colors, or objects that stop animating after the first few hundred. Each trap below comes with its fix and the reason.
1. Know which renderer you actually got
- Phones use
rendering/renderer/rendering_method.mobile, which defaults tomobile, not Forward+. Set it explicitly. - A device can fall back to another renderer when it lacks a capability. Trust the renderer name printed
at startup (or
RenderingServer.get_current_rendering_method()), not the project setting. - Preview Compatibility on your computer:
<summer> --path . --rendering-method gl_compatibility.
2. The traps
| Symptom on Compatibility | Cause | Fix |
|---|---|---|
| Objects past roughly the 250th stop growing, lose color or read as default | GLES3 reserves 16 instance uniform slots per instance out of 4096, so only about 256 instances in the whole scene can use them. Beyond that, values silently read 0. | Don't use instance uniform for anything numerous. Put per-instance state in a one-instance MultiMesh's INSTANCE_CUSTOM (a vec4), or bake it into mesh vertex colors. |
| Fruit/flowers render solid black | GLES3 multiplies COLOR by the MultiMesh instance color, which is 0 when use_colors is off. | Enable use_colors and set every instance color to white, or don't read COLOR in that path. |
| Everything looks pastel on Forward+ (saturated on Compatibility) | Forward+ shades in linear space, Compatibility in sRGB. Colors you bake into vertex COLOR or hard-code into ALBEDO are usually sRGB. | Convert once, only where needed: if (!OUTPUT_IS_SRGB) col = to_linear(col); with the helper below (the shading language has no built-in srgb_to_linear). Or pass colors as uniform vec3 c : source_color, which converts for you. |
| Whole scene pale/lime on Compatibility while Forward+ looks right | Tonemap, glow and ambient respond differently. | Keep a Compatibility branch of your lighting profile (lower ambient and exposure) and check both. |
| Foliage glows white | Glow threshold too low for bright leaves. | Raise the glow HDR threshold (~1.5) and keep bloom near 0. |
Everything the player must see (ripe crop, enemy, pickup) must stay readable without glow, SSR, volumetric fog or other Forward+-only effects: use shape, color and icons too.
The helper (standard sRGB curve):
glslvec3 to_linear(vec3 c) { return mix(pow((c + vec3(0.055)) * (1.0 / 1.055), vec3(2.4)), c * (1.0 / 12.92), lessThan(c, vec3(0.04045))); }
3. Keep one shader path
Write shaders in plain spatial math: vertex-color ramps, simple rim terms, no custom light() unless
you test it on both renderers. One path for both renderers means one set of bugs and no drift.
4. Verify, don't assume
- Render the same scene on Forward+ and
gl_compatibilityoffscreen:<summer> --audio-driver Dummy --summer-offscreen --path . --resolution 1600x900 -s res://tools/capture.gd -- --out=<dir>(add--rendering-method gl_compatibilityfor the second run). - Read both images side by side, and include a stress shot with many instances (the 256 limit only shows at scale).
- Grep the log for
SCRIPT ERROR,SHADER ERRORandERROR:. A shader that fails to compile still lets the capture exit 0 and draws the object untextured, so a missing grep hides the failure. - If later captures repeat the same frame, the offscreen run froze (it happens when another engine
renders at the same time). Check with
md5 -r *.pngand rerun alone.
Common mistakes
- Checking only the project setting and calling it "Forward+ on phones".
- Using
instance uniformfor per-plant or per-tile state. - Reading
COLORfrom a MultiMesh without instance colors. - Testing Compatibility with ten objects when the game shows five hundred.
- Budgeting one run per fix: every look change needs two captures (one per renderer). Plan runs in pairs.
See also
web-compatibility-look(a finished look when the game only runs on Compatibility, as on the web)3d-lighting(lighting profiles)bounded-engine-runs(safe offscreen capture runs)
From a shell
No Summer MCP tools in this session? Run each one as a command; when summer --version is missing or below 4.0, use npx -y summer-engine@latest in place of summer. Fields are flags in kebab-case (--scene-path res://main.tscn) or one --input '<json>', and summer ops describe <op> prints the exact input. The summer-cli skill has the rest.
| In this skill | Command |
|---|---|
summer_get_script_errors | summer engine get-script-errors |
summer_project_setting | summer engine project-setting |


