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Editor crashes when importing atlas #24

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PhilipeFernandino opened this issue Sep 12, 2020 · 11 comments
Open

Editor crashes when importing atlas #24

PhilipeFernandino opened this issue Sep 12, 2020 · 11 comments

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@PhilipeFernandino
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PhilipeFernandino commented Sep 12, 2020

On 3.2.2-stable, the editor crashes when trying to import a .atlas file. Tried within several skeletons.
Edit: When creating a new SpineAtlasResource resource too

@rayxuln
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rayxuln commented Sep 13, 2020

Any additional log or information to help track this crash?

@yuraj11
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yuraj11 commented Oct 11, 2020

@rayxuln I was able to replicate this issue and found what is causing this issue - .json and .atlas file must be in subdirectory res://something/(<.atlas/.json>) but not directly in root res://(<.atlas/.json>). Could you please take a look on this?

@mk-5
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mk-5 commented Oct 16, 2020

I've got the same issue -> and .atlas .json are not in the root folder. Godot is crashed every time I try to "select" or "drag" .atlas file.

godot-spine-crashed

Godot: the latest 3.2 branch
Platform: windows
Spine: the latest one

@rayxuln
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rayxuln commented Oct 17, 2020

I've got the same issue -> and .atlas .json are not in the root folder. Godot is crashed every time I try to "select" or "drag" .atlas file.

godot-spine-crashed

Godot: the latest 3.2 branch
Platform: windows
Spine: the latest one

Did you put the .png file in the same folder?
And it should print some error messages to the console. I'll be very appropriated if you could post them.

@rayxuln
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rayxuln commented Oct 17, 2020

@rayxuln I was able to replicate this issue and found what is causing this issue - .json and .atlas file must be in subdirectory res://something/(<.atlas/.json>) but not directly in root res://(<.atlas/.json>). Could you please take a look on this?

It seems to be an issue and I've fixed it. It should be ok now if you put the atlas file in root, but please make sure to put the png file in the same directory as well.

@mk-5
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mk-5 commented Oct 17, 2020

@rayxuln

image

png file is there. Cannot get an error directly from Godot console, because it gets totally blocked and crashed. I've redirect logging to file, and this is what I got:

Godot Engine v3.2.4.beta.custom_build.5e4a8abe2 - https://godotengine.org
OpenGL ES 3.0 Renderer: AMD Radeon (TM) R9 200 Series
 
ERROR: Script does not inherit a Node: res://src/helpers.gd.
   At: editor\editor_autoload_settings.cpp:357
ERROR: get_multiple_md5: Condition "!f" is true. Continuing.
   At: core\os\file_access.cpp:667
ERROR: get_multiple_md5: Condition "!f" is true. Continuing.
   At: core\os\file_access.cpp:667
ERROR: _parse: ConfigFile parse error at [PATH]/state.gd-folding-e6de93d51b636f05d739d4b493be6085.cfg:2: Unexpected identifier: 'PackedStringArray'..
   At: core\io\config_file.cpp:296
ERROR: _parse: ConfigFile parse error at [PATH]/stick_physics.gd-folding-9cda32df406cf9b5eabdf2719edcbd25.cfg:2: Unexpected identifier: 'PackedStringArray'..
   At: core\io\config_file.cpp:296
ERROR: _parse: ConfigFile parse error at [PATH]/camera_shake.gd-folding-4700819e78acbc3e82846e03578095fd.cfg:2: Unexpected identifier: 'PackedStringArray'..
   At: core\io\config_file.cpp:296
ERROR: _parse: ConfigFile parse error at [PATH]/states_machine.gd-folding-e6bfe92f413ff0e28bcd1422012f0aa8.cfg:2: Unexpected identifier: 'PackedStringArray'..
   At: core\io\config_file.cpp:296
ERROR: _parse: ConfigFile parse error at [PATH]/stick.gd-folding-4cf5286703be2e080fa15c8c50e31f4b.cfg:2: Unexpected identifier: 'PackedStringArray'..
   At: core\io\config_file.cpp:296
ERROR: _parse: ConfigFile parse error at [PATH]/clouds.gd-folding-63a4e6f8fe9cf3d1288741682dd592c1.cfg:2: Unexpected identifier: 'PackedStringArray'..
   At: core\io\config_file.cpp:296
ERROR: _parse: ConfigFile parse error at [PATH]/score_board.gd-folding-65633136670ae059be950e90dfea754b.cfg:2: Unexpected identifier: 'PackedStringArray'..
   At: core\io\config_file.cpp:296
ERROR: _parse: ConfigFile parse error at [PATH]/zoom_sinusoid.gd-folding-e54679663dad0343a92a641e95da2242.cfg:2: Unexpected identifier: 'PackedStringArray'..
   At: core\io\config_file.cpp:296

Nothing else :/ as I said, the application is blocked and it crashes

@rayxuln
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rayxuln commented Oct 17, 2020

So weird. I have no idea how to fixed this.

@mk-5
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mk-5 commented Oct 17, 2020

@rayxuln I will try to get some more info.

The one lead is that I've also built this https://github.com/GodotExplorer/spine module -> but it's not sufficient for me because there is no way to "bind" something to Spine slots. I saw that your implement has something called "BindSlots" this is why I'm trying to use it -> really thanks by the way for you library 🤜 🤛

I will try to remove this GodotExplorer/spine module, maybe something "overlapped crashed" :/

@mk-5
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mk-5 commented Oct 17, 2020

Okay, so it's getting weird. I removed GodotExplorer/spine. .atlas file is going to be imported successfully right now / but I've got the same crash situation while I'm trying to import the .json file.

Maybe I'm doing it in a wrong way, can I ask you to briefly explain how to load Spine into the project?
In GodotExplorer/spine it was pretty straightforward

@rayxuln
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rayxuln commented Oct 17, 2020

Okay, so it's getting weird. I removed GodotExplorer/spine. .atlas file is going to be imported successfully right now / but I've got the same crash situation while I'm trying to import the .json file.

Maybe I'm doing it in a wrong way, can I ask you to briefly explain how to load Spine into the project?
In GodotExplorer/spine it was pretty straightforward

Just load atlas and json resources and it should be ok. Please try to run the demo project to test if it works well or not: https://github.com/rayxuln/Spine-Runtime-For-Godot-Example. Maybe it's because you are using the 3.2.4 beta version and I haven't tested on that yet.

@mk-5
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mk-5 commented Oct 17, 2020

@rayxuln no problem with the 3.2.4 version.

I found a reason 🙈🙈🙈 the skeleton has been exported via Spine 3.6.3. Updating it to 3.8.x solved the problem.

Thanks! :)

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