Quick answer: Push the entire array each frame using material.set_shader_parameter("name", packed_array). Per-element updates aren’t supported; you must rewrite the whole array.
A custom lighting shader uses a uniform array to hold up to 16 dynamic light positions. The first frame the array updates correctly. Subsequent frames, the shader keeps using the initial values — lights don’t move with their source nodes.
Uniform Arrays in Godot Shaders
Declare a uniform array in the shader with a fixed size:
// dynamic_lights.gdshader
shader_type canvas_item;
uniform vec3 light_positions[16];
uniform int active_light_count = 0;
uniform float light_radius = 100.0;
void fragment() {
vec3 col = vec3(0.0);
for (int i = 0; i < active_light_count; i++) {
float dist = distance(SCREEN_UV * 1024.0, light_positions[i].xy);
col += vec3(1.0) * smoothstep(light_radius, 0.0, dist);
}
COLOR = vec4(col, 1.0);
}
The array has a compile-time-fixed length (16 in this example). At runtime, you can’t push individual slots — only the entire array.
Pushing the Array Each Frame
@onready var mat: ShaderMaterial = $LightingCanvas.material
func _process(_delta):
var positions = PackedVector3Array()
for light in dynamic_lights:
positions.append(Vector3(light.global_position.x, light.global_position.y, 0))
# Pad with zeros to fill the fixed 16 slots
while positions.size() < 16:
positions.append(Vector3.ZERO)
mat.set_shader_parameter("light_positions", positions)
mat.set_shader_parameter("active_light_count", dynamic_lights.size())
Notice the padding step: Godot expects the array length passed to match the shader-declared size. Mismatched sizes either silently clamp or cause the parameter to be ignored entirely depending on driver.
Type Choices
- PackedFloat32Array — for
float[]uniforms. - PackedVector2Array — for
vec2[]. - PackedVector3Array — for
vec3[]. - PackedColorArray — for
vec4[]when treated as colors. - PackedInt32Array — for
int[].
Pass the wrong typed array and Godot logs “Invalid shader parameter type” in the console — check the output panel under --verbose.
When to Switch to a Texture
For arrays larger than ~64 elements, the uniform-array path is slow on the Compatibility renderer (each frame uploads the whole array via GLSL ES). Encode the data into a 2D texture and sample it:
uniform sampler2D light_data : hint_default_white;
// Each pixel encodes one light’s data
vec4 light_info = texelFetch(light_data, ivec2(i, 0), 0);
vec2 pos = light_info.xy;
Update the texture from script using ImageTexture or RD.texture_update. Texture uploads can be partial (a single line) and parallelize across many shaders sharing the data.
Verifying
Move a light source and watch the shader output. If only the first frame reflects the new position, your set_shader_parameter is in _ready instead of _process. Move the call to a per-frame callback or trigger it via a signal whenever data changes.
Understanding the issue
Shader bugs manifest visually but trace to invisible state. Triage requires understanding the runtime context as much as the source.
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
For shipping games, the safest verification is a staged rollout. Apply the fix to 1% of players for 24 hours; watch the affected metric; expand if green. Skipping the staged rollout means the verification is the entire player base, which is too high a stakes for most fixes.
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
There's almost always a less obvious case where the same problem applies. The reported case is the one a player hit; the related cases hide because they're rarer or affect fewer players. After fixing the reported case, search the codebase for the pattern - one fix often unlocks several.
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
For shipping titles with a long support window, watch for this issue resurfacing after dependency updates. Engine upgrades, driver updates, OS releases - each one can resurface a bug class you thought you'd fixed because the underlying behavior changed slightly. Regression tests catch the obvious ones; player reports catch the rest.
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
The diagnostic tools available depend on your engine and platform. Use the engine's native profilers and debug overlays before reaching for external tools. The native tools have context that external tools lack - they know which subsystem owns the code, which assets are loaded, and what state the engine is in.
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
Platform-specific edge cases are worth enumerating explicitly. iOS handles backgrounding differently than Android; Windows handles focus changes differently than macOS. A fix that works on the development platform may not work on every target. Test on each shipping platform deliberately.
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
Document the fix and its rationale in the commit message or attached engineering doc. Future engineers will encounter related issues; the rationale tells them whether your fix is reusable or specific to the case at hand. Without rationale, the fix gets reverted or copied incorrectly.
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.
“Shader uniform arrays are read-only blocks. To update, you replace the whole block every frame.”
If you find yourself building a huge fixed-size array each frame, switch to a texture lookup — faster, cleaner, no upper limit.