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YAT (C#) throwing errors after installation. #246
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Hey, thanks for the report. It looks like the vast majority of the errors are related to The strange thing is that you have On the other hand, as for the problem concerning YAT directly, the error you mention occurs when there is no C# solution created in the project, and this error in such a situation will appear with any plugin written in C#. To create a C# solution in your project, you must select The file should look as follows (minimum .NET 7 and C# 11): <Project Sdk="Godot.NET.Sdk/4.2.1">
<PropertyGroup>
<TargetFramework>net7.0</TargetFramework>
<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net7.0</TargetFramework>
<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'ios' ">net8.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
<LangVersion>11.0</LangVersion>
</PropertyGroup>
<ItemGroup>
<Compile Remove="script_templates/**/*.cs" />
</ItemGroup>
</Project> If something still doesn't work, or you have more questions, I'm here to help. |
I have just released a new version that fixes these problems, among other things. It is still required to create a |
Hey, |
Hey, glad to hear that everything is working now. Godot allows you to change the plugin installation folder, so you would probably be able to install YAT where you want. As for Godot crashing, on the other hand, it is unfortunately quite common and is unlikely to be caused by the plugin. Only autoload is registered during activation, and beyond that nothing else happens. Default input maps are registered by YAT on _Ready in autoload. At the moment, I'm limited to a Windows PC with a FHD monitor, so it's hard for me to test YAT on another system. I plan to change that soon, so I'll probably detect a lot of hidden bugs at this point. I thought that the terminal scales reasonably well, but it turns out that I was wrong, and as a result I will try to address this as a priority. At this point, you can sort of get around this by scaling the whole interface, but it won't look pretty. You can find this option in If you have more questions, or find more errors you can of course open a new issue. |
Describe the bug
After downloading and installing of YAT (C#) Version: 1.25.0-beta I get immediately:
On activating the gdunit4 plugin I get:
But it's enabled in the settings afterwards.
When enabling YAT in plugins, I get a message box with:
I've seen the
Class "GdUnitInspecor" hides a global script class.
on several other plugins before, but those were not labeled C#. So I thought they just don't run with the Mono version of Godot.Desktop/smartphone (please complete the following information):
The text was updated successfully, but these errors were encountered: