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When exporting projects in Godot, I've attempted to print the current stack trace of the program for debugging purposes for the builds I am running. The reason for this is that if there is an error, a player or modder can send me a bug report with the attached log so that I can discover what the issue might be in my code since I am still in the early stages of development.
but always end up with an issue where in the editor I am able to get the line and file number of the stack trace, but the exported builds, both in debug and release modes, always show the compiler generated symbols.
//Produces the following in the Godot Editor."Hello World! at Curator.Game._Ready () [0x001ad] in C:\GodotProjects\Curator\Curator\Game.cs:152"
//Produces the following in any exported build (both debug and release options)"Hello World! at Curator.Game._Ready () [0x00000] in <c3d7c8d8d5ab4571963f9ed8f1449e22>:0"
Adding the following PropertyGroup setting to my .csproj file for all combinations of $(Configuration)|$(Platform) (as suggested by (https://github.com/godotengine/godot/issues/14822)) does nothing for the exported builds as well unfortunately.
Attempting to copy over the .pdb file over into the export directory (the same where the .exe resides on windows after export) also does not seem to change the situation at all.
I've attached a simple project reproducing the steps, where running it in the editor displays stack trace line numbers, but running an exported build (I've only been able to test on windows unfortunately) has the compiler symbols.
Understandable if this is not an option available to Release exports, but should this be enabled for Debug exports then?
Calinou
changed the title
Godot not printing stack trace numbers in exported builds.
Godot not printing stack trace numbers in exported C# projects (both debug and release)
Aug 6, 2021
Godot version
v3.3.2.stable.mono.official
System information
Windows 10
Issue description
Additional Tools:
Visual Studios Community Edition 2019
Godot Editor Build Tool: MSBuild (VS Build Tool)
When exporting projects in Godot, I've attempted to print the current stack trace of the program for debugging purposes for the builds I am running. The reason for this is that if there is an error, a player or modder can send me a bug report with the attached log so that I can discover what the issue might be in my code since I am still in the early stages of development.
I do the following
but always end up with an issue where in the editor I am able to get the line and file number of the stack trace, but the exported builds, both in debug and release modes, always show the compiler generated symbols.
Adding the following PropertyGroup setting to my .csproj file for all combinations of$(Configuration)|$ (Platform) (as suggested by (https://github.com/godotengine/godot/issues/14822)) does nothing for the exported builds as well unfortunately.
Attempting to copy over the .pdb file over into the export directory (the same where the .exe resides on windows after export) also does not seem to change the situation at all.
I've attached a simple project reproducing the steps, where running it in the editor displays stack trace line numbers, but running an exported build (I've only been able to test on windows unfortunately) has the compiler symbols.
Understandable if this is not an option available to Release exports, but should this be enabled for Debug exports then?
Steps to reproduce
Minimal reproduction project
StackTraceNoLineNumbers.zip
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