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Error while trying to export on macOS #107637

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@canuyumaz

Description

@canuyumaz

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.

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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

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In Mesh Parent there ise a script with _Ready function

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  1. Enabled the "Import ETC2 ASTC" option from Project Settings.
  2. Clicked on "Export..." from the Project menu.
  3. Added the "macOS" preset in the Presets section.
  4. Defined a Bundle Identifier.
  5. Clicked on "Export Project".
  6. Gave a name for the export.
  7. Disabled the "Export With Debug" option and saved.

Minimal reproduction project (MRP)

Here is the MRP:

testformac.zip

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