Quick answer: Open the duplicate’s .import file in a text editor, replace the uid= line with a fresh string (or delete it and let Godot regenerate on reimport), save, and reimport. Don’t commit the .godot/ cache directory.
You copied a folder from another Godot project. Editor warns “UID collision” for every asset. Godot picks the wrong one for some load("uid://...") calls.
The Symptom
Editor console shows “UID collision: ResourceA / ResourceB share uid://...”. Loads occasionally return the wrong asset. Renames in FileSystem propagate but UIDs stay duplicated.
The Fix
Single asset. Open the .import file (e.g. art/icon.png.import) in any text editor:
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://b73h9wkdex2c" # DELETE this line
Save. In Godot, right-click the asset → Reimport. A new UID is generated.
Many assets. An editor script:
@tool
extends EditorScript
func _run() -> void:
var dir := "res://duplicated_folder"
for f in ResourceLoader.get_recognized_extensions_for_type(""):
_walk(dir)
func _walk(path: String) -> void:
var da := DirAccess.open(path)
if da == null: return
for name in da.get_files():
if name.ends_with(".import"):
var p := path.path_join(name)
var txt := FileAccess.open(p, FileAccess.READ).get_as_text()
txt = txt.replacen(RegEx.create_from_string("uid=\"[^\"]+\""), "")
FileAccess.open(p, FileAccess.WRITE).store_string(txt)
for sub in da.get_directories():
_walk(path.path_join(sub))
Then reimport the folder. New UIDs everywhere.
Don’t Commit .godot/
The .godot folder holds derived caches. Add to .gitignore:
# .gitignore
.godot/
.import/
Verifying
Reload the project. Console should be free of collision warnings. load("uid://...") calls return the right asset.
Understanding the issue
UI is where most player-visible bugs live because UI is what players actually look at. A subtle data bug invisible elsewhere becomes glaring when it produces a wrong label or a stuck button.
The specific bug described above is the kind that surfaces during integration rather than unit testing. It depends on a combination of factors: the asset configuration, the runtime state, the platform's specific behavior. In isolation, each piece looks correct; in combination, the bug emerges. This is why thorough integration testing - playing the actual game in realistic conditions - catches things that automated tests miss.
Why this happens
This bug class disproportionately affects late-stage development. The work to surface it is interactive testing in realistic conditions, which only really happens after the gameplay is in place and assets are populated. Catching it early requires deliberate testing of conditions that look unimportant.
At the engine level, the behavior comes from a deliberate design decision in Godot. The engine team chose a particular trade-off - usually performance versus convenience, or generality versus specificity - and that trade-off has consequences when you push against it. Understanding the trade-off is what turns 'this bug is mysterious' into 'this bug is the expected consequence of this design'.
Verifying the fix
Verifying this fix in isolation is straightforward: reproduce the bug, apply the change, confirm the bug no longer reproduces. The harder verification is regression - did this fix introduce a new bug elsewhere? Run your standard regression suite, plus any tests that exercise the same code path with different inputs.
Reproducibility is the prerequisite for verification. If you can't reliably reproduce the bug pre-fix, you can't reliably verify it post-fix. Spend time getting a clean reproduction before you write any fix code. The fix is fast once you understand the reproduction; the reproduction is the slow part.
Variations to watch for
Related bug classes often share the same root cause. If you find yourself fixing this issue, look for cousins: similar symptoms in adjacent systems, the same data flow but a different value, or the same fix pattern in another module. The catalog of 'we've seen this before' becomes valuable institutional knowledge.
Adjacent bugs often share a root cause. After fixing the case you've found, spend an hour searching the codebase for similar patterns. What's the same call with different arguments? The same data flow with a different entity type? The same lifecycle issue in a sibling system? Each match is a candidate for the same fix, or a related fix that prevents future bugs of the same class.
In production
Live games surface this bug class at scale. What's a rare edge case in development becomes a daily occurrence once you have a few thousand concurrent players. The class isn't 'this player has a unique setup'; it's 'one in N thousand sessions will trigger this exact combination'.
When triaging a similar issue in production, prioritize gathering data over hypothesizing causes. A player report describes a symptom; what you need is a build SHA, a session timestamp, and ideally a screen recording or session replay. With those, the bug becomes tractable. Without them, you're guessing at hypothetical reproductions that may not match what the player actually hit.
Performance considerations
If this issue manifests under high load (many actors, many particles, many network connections), profile the post-fix code path with realistic counts. The original cost was a bug; the new cost is real work, and real work has a budget.
Diagnostic approach
Diagnosing this class of bug benefits from a structured approach: confirm the symptom, isolate the variables, hypothesize the cause, and verify the hypothesis before writing fix code. Skipping the isolation step is the most common mistake; without it, fixes often address symptoms while the underlying cause continues to produce other variations.
For Godot-specific diagnostics, the editor's profiler is the canonical starting point. Capture a representative frame with the symptom present; compare against a frame without the symptom; the diff often points directly at the cause. If the symptom is non-deterministic, capture multiple frames and look for the pattern - the cause is usually a state transition or a specific input value rather than a continuous effect.
Tooling and ecosystem
Third-party plugins often provide better diagnostics for their own behavior than the engine does. If the affected code is in a plugin, check the plugin's documentation for debug modes, verbose logging, or inspector tools - these can save hours of investigation when they exist.
Within Godot, the relevant diagnostic surfaces include the standard frame debugger, memory profiler, and engine-specific debug overlays. Each one shows a different facet of what's happening. The frame debugger reveals draw call ordering and state transitions; the memory profiler shows allocation patterns; the debug overlay reveals per-system state. Bugs that resist one tool usually surrender to another - the trick is knowing which tool to reach for first.
Edge cases and pitfalls
Edge cases for this class of issue often involve specific timing: the first frame after a state change, the last frame before a transition, frames where multiple subsystems update simultaneously. Reproducing these reliably is part of what makes the bug class hard to test.
When writing a regression test for this fix, focus on the boundary conditions that surfaced the original bug. Tests that exercise the happy path catch obvious regressions; tests that exercise the boundary catch the subtler regressions that look like new bugs but are really the original returning. The latter are the tests that earn their keep over the long life of the project.
Team communication
When this bug class affects multiple teams (often the case for cross-system issues), early communication prevents duplicate work. The team that owns the symptom may not own the cause. A 15-minute conversation at the start of triage often saves hours of independent investigation.
If this fix touches a system several engineers work in, a short writeup in the team's engineering channel helps. Not a full design doc - a paragraph explaining what was wrong, what's fixed, and what to watch for. Future engineers encountering similar symptoms will search for the fix; making it findable is a small investment that pays back later.
“Strip the uid line. Reimport. UIDs regenerate.”
Related Issues
For Godot resource not found, see resource load. For texture import slow, see large textures.
Strip and reimport. Collisions clear.