Closed
Description
Tested versions
- Reproducable on 4.4.1.stable (mono)
System information
Godot v4.4.1.stable - Windows 10 - Renderer: Compatibility - NVIDIA GeForce GTX 1050 - Intel i7-7700HQ CPU @ 2.80GHz
Issue description
I encountered the following problems while trying to export for macOS.
Adding text so its searchable in GitHub:
ERROR: /root/godot/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/ExceptionUtils.cs:113 - System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Users\tunah\AppData\Local\Temp\godot-publish-dotnet\8392-ExportDebug-osx-x64'.
ERROR: at System.IO.FileSystem.GetFindData(String fullPath, Boolean isDirectory, Boolean ignoreAccessDenied, WIN32_FIND_DATA& findData)
ERROR: at System.IO.FileSystem.RemoveDirectory(String fullPath, Boolean recursive)
ERROR: at GodotTools.Utils.Directory.Delete(String path, Boolean recursive) in /root/godot/modules/mono/editor/GodotTools/GodotTools/Utils/Directory.cs:line 26
ERROR: at GodotTools.Export.ExportPlugin._ExportEnd() in /root/godot/modules/mono/editor/GodotTools/GodotTools/Export/ExportPlugin.cs:line 484
ERROR: at Godot.EditorExportPlugin.InvokeGodotClassMethod(godot_string_name& method, NativeVariantPtrArgs args, godot_variant& ret) in /root/godot/modules/mono/glue/GodotSharp/GodotSharpEditor/Generated/GodotObjects/EditorExportPlugin.cs:line 609
ERROR: at GodotTools.Export.ExportPlugin.InvokeGodotClassMethod(godot_string_name& method, NativeVariantPtrArgs args, godot_variant& ret) in /root/godot/modules/mono/editor/GodotTools/GodotTools/Godot.SourceGenerators/Godot.SourceGenerators.ScriptMethodsGenerator/GodotTools.Export.ExportPlugin_ScriptMethods.generated.cs:line 140
ERROR: at Godot.Bridge.CSharpInstanceBridge.Call(IntPtr godotObjectGCHandle, godot_string_name* method, godot_variant** args, Int32 argCount, godot_variant_call_error* refCallError, godot_variant* ret) in /root/godot/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/CSharpInstanceBridge.cs:line 24
Steps to reproduce
Using the Compatibility renderer create a Node3D root scene with:
- Node3D
- Camera3D
- Node3D (Named Mesh Parent)
- MeshInstance3D
In Mesh Parent there ise a script with _Ready function
- Enabled the "Import ETC2 ASTC" option from Project Settings.
- Clicked on "Export..." from the Project menu.
- Added the "macOS" preset in the Presets section.
- Defined a Bundle Identifier.
- Clicked on "Export Project".
- Gave a name for the export.
- Disabled the "Export With Debug" option and saved.
Minimal reproduction project (MRP)
Here is the MRP:
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Done