You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I am working on an open-source Twin-Stick Shooter starter kit.
It works very well on my machine but I started to have users telling me they could not run the project on their machine.
After investigation I found that the issue is due to using a helper class CollisionTool in import_destructible.gd that is not recognised by Godot when it first try to run the _post_import() function.
Here the code:
Giving the error (see the two first red lines):
Note that this code works without any issue on my machine because CollisionTool.add_kinematic_body_to_mesh is static!
To me, it looks like a bug about timing. On a fresh start of the project, Godot seems to try importing the scenes/gltf before it has registered the static functions. Hence, it flags import_destructible.gd has containing a Parsing Error, because it references a non-existing CollisionTool class.
Note that if I reload the project and then select all my gltf files and rigth-click/reimport, the _post_import runs without any issue. Which means that Godot does register the static functions at some point. It just did not do it on time for the automatic import.
Tested versions
4.3 beta1
System information
Godot v4.3.beta1 - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.4626) - Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz (12 Threads)
Issue description
I am working on an open-source Twin-Stick Shooter starter kit.
It works very well on my machine but I started to have users telling me they could not run the project on their machine.
After investigation I found that the issue is due to using a helper class
CollisionTool
inimport_destructible.gd
that is not recognised by Godot when it first try to run the_post_import()
function.Here the code:
Giving the error (see the two first red lines):
Note that this code works without any issue on my machine because
CollisionTool.add_kinematic_body_to_mesh
is static!To me, it looks like a bug about timing. On a fresh start of the project, Godot seems to try importing the scenes/gltf before it has registered the
static
functions. Hence, it flagsimport_destructible.gd
has containing a Parsing Error, because it references a non-existingCollisionTool
class.Note that if I reload the project and then select all my gltf files and rigth-click/reimport, the
_post_import
runs without any issue. Which means that Godot does register thestatic
functions at some point. It just did not do it on time for the automatic import.Note, for reference, a link to the issue on my repo.
Steps to reproduce
(Note: the other errors are also some sort of bug, but let's ignore them for now).
Minimal reproduction project (MRP)
link to project: https://github.com/Nodragem/twin-stick-shooter-starter-kit
The text was updated successfully, but these errors were encountered: