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Known Issues

github-actions[bot] edited this page Oct 2, 2026 · 1 revision

Known issues

GodotUO is pre-release. These are the problems we know about in the current build, written for players. Each one has been seen on a real device or in a scripted run; nothing here is a guess. If you hit something that is not on this list, please report it (see Contributing).

On phones and handhelds (Android)

  • The lower screen is crowded. On a dual-screen handheld such as the AYN Thor, the paperdoll, status bar, journal and backpack overlap on the lower screen at the default size. You can move them by dragging. A smaller second-screen scale (Options, "Fine second screen scale": 1.0x, 1.25x or 1.5x) gives them more room, but it is not the default yet, and at 1.25x and 1.5x some pixels come out slightly wider than others.
  • The chevron sits in the bottom-right corner. The small tab that shows and hides the combat macro row sits where a hand holding the device may rest. Options has "Touch bar chevron inset from the corner" to move it in; the default is still the corner.
  • Back can ask to quit while windows are open. On a dual-screen handheld, the Back button closes windows on the top screen but leaves the ones on the lower screen alone, because those are meant to stay put. If the only open windows are on the lower screen, Back asks "Quit Ultima Online?". Choose Cancel, or press Back again, to carry on playing.
  • Scrolling lists in Options. Dragging a finger over an Options page does not scroll it. Use the scroll bar at its right edge: tap its arrows or drag its handle.
  • Drop-down lists have small rows. The lists in Options (for example the background picker) use the classic client's small rows, so pick carefully.
  • The canvas background rarely shows. On a phone the game world fills the whole screen, so a background chosen in Options, including one from the Store, is only visible where the world does not reach.
  • No music unless you copy it. If your copy of the client data on the device has no Music folder, the game plays no music.
  • Your backpack grid order lasts one session. Items keep their slots while you play, but the order starts afresh the next time you log in.

Combat

  • Next Target does not pick the nearest creature. It steps through the creatures the client knows about in its own order, exactly as ClassicUO does, so it may choose a cat across the road before the rat at your feet. Tap the creature directly if you want a particular one.
  • Attack Last does not walk you to your target. It starts the attack; you still have to get close, as in ClassicUO.

On a desktop

  • The login window is small. The desktop login screen keeps the classic 640x480 window, so a canvas background is not visible there and the login panel stays in the top-left corner when you enlarge the window.

Everywhere

  • Not yet pixel-identical to ClassicUO. The world and gumps are close, but side-by-side comparisons still find differences.
  • The web client is local-only and runs on a community engine. It plays on a local shard in Chrome and reaches the login screen in Firefox, but the page, your install and the WebSocket bridge all run on your PC, the exporting engine is an unsigned community build of Godot 4.7.2, the first start takes about a minute, and the server list shows no latency. See Web Client.

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