-
-
Notifications
You must be signed in to change notification settings - Fork 76
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Godot 4.3 Beta 1 - 0.7.2 install spams console with errors about "PhantomCameraManager" not declared #323
Comments
That sounds very strange, it should be loaded when the Did a few fresh installs and patch trials yesterday and couldn't spot any issues. Does it also occur in freshly made projects? |
4.3 beta 1 on Windows 11. I'll create a new project and see if it happens, but I only made this project this morning (~16 hours ago) so it's definitely pretty fresh. Possibly related to my editor freezing and needing to be killed during the update dialog? About to go test the new project, but I tried to revert to 0.7.1 and am now getting #263, which is very strange because I started originally on 0.7.1! not on <0.7 |
Can confirm it happens in a new project: Project: |
Same here on 4.3beta1/Windows 11. Manually adding the PhantomCameraManager (res://addons/phantom_camera/scripts/managers/phantom_camera_manager.gd) autoload and restart seemed to do the trick for me, not sure why plugin.gd couldn't do add_autoload_singleton. |
Same problem afrer update Godot v 4.2 |
I haven't been able to replicate it in Godot 4.2, but can reproduce it in Godot 4.3 Beta 1. Tried setting up a test plugin project with autoload in Godot 4.3. The first time I tried it, it didn't load. When I repeated it, it worked as expected. So something really weird is going on. |
Have you used Phantom Camera before 0.7 in any projects within the same parent directory? |
This also appears to work for me. Interestingly, I could not replicate the issue in Godot 4.3 What |
I have wrote my own addon that adds autoloads and that has worked for me since before and up to 4.3 beta1. Cached data does seem to be an issue in Godot for a few things, but this was a new class/autoload in this version, right? Could it be just the custom types trying to access PhantomCameraManager before the autoload?
|
The singleton is new to this release, yes. From what I can tell, it seems like it's specifically Godot 4.3
Don't think so. Like mentioned above, the issue doesn't seem to be reproducible in |
No, unfortunately |
Adding a data point: I received the same issue on Godot 4.2.2.stable.official [15073afe3] (from Steam, on Windows 10). After I enabled it, I could not add any Phantom Camera nodes to the scene, receiving a trio of errors each time I tried - the only one I recall (thanks to doing a search for the error online) was Unfortunately for reproducibility, after a restart of Godot all of these problems went away. I suppose that supports this being some kind of cache issue? I also happened to be using Phantom camera just a few days ago on the same Godot version in a different project, with zero issues. |
Hi there, just wanted to mention I had the issue after upgrading from 7.0 to 7.2 using Godot 4.2 on Windows, but fixed it by deleting Phantom Camera from the project, switching the project to 4.2.2, enabling the plugin, then reloading. I should mention when I checked the autoloads in 7.2 that the PhantomCameraManager.gd was actually there already. |
Just wanted to add a note, I have no problems now with disabling PhantomCamera in the plugins and re-enabling, the autoload is properly removed and re-added whenever the addon is re-enabled. So it was just that initial load for some reason. |
Looks like similar issue: godotengine/godot#74514 |
Not sure if that's related to this. Since they're trying to access the signal from the same script they're initializing the Autoload setter from. So looks more like a chicken-and-egg problem. |
Can confirm, happens to me in a completely fresh Can also confirm that manually disabling & enabling the plugin from |
I seem to have this happen in Godot 4.2.1. Disable/Enable with reload didn't make a difference. It explodes on enable.
|
Although, it seems that the autoload is removing itself, which is incredibly annoying. |
Should be resolved by #338 in the latest release (0.7.2.1). |
Issue description
Just updated from 0.7.1 to 0.7.2 and got spammed with errors like this:
Afterwards, I removed the folder from my
/addons
, and also deleted all the pcamhost/pcams etc around my scene. I reinstalled from the godot asset lib and still came across the errors above!Steps to reproduce
(Optional) Minimal reproduction project
No response
The text was updated successfully, but these errors were encountered: