Comments (10)
Not sure if it will help anyone, but I encountered this problem as well and just disabled all plugins / remove all plugins I was using in the project (it wasn't many) and after that I didn't get this error anymore.
Maybe it was just coincidence and it magically worked after a couple of trial and errors, but thought I might just get this one out there.
from godot-ci.
Judging from the CI log in the commit log, it looks like this is a regression from #113. However, you're already using 4.2.1
in your CI manifest, so I don't know what's causing this.
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We're encountering a similar issue. When we started our CI workflow with Godot 4.2.1, we thought that manually starting Godot once was necessary to generate the '.godot' folder. We used the following command as a workaround:
godot --project . --headless --quit-after 200 -e 2>/dev/null
However, we later encountered another issue where our shader did not work on web export due to problems with the '.godot' folder. Upon reviewing example repositories, we realized that this initial step should not be necessary at all. It seems that the '.godot' folder should also be generated when running godot --headless --export-release ...
(?).
Could this be a bug in Godot itself?
from godot-ci.
The GDExtension library error message implies you're using Windows runners to export the project, which sounds unexpected.
Can you reproduce this if you remove the Git plugin from the project files then commit changes?
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I'm having the same issue; it won't import any of my assets, and my classes with static variables and functions aren't recognized either.
Save.gd
is a standalone script with a few static functions and variables. that are being called / reference by an autoload singleton calledSceneManager
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I can't seem to get this to work with 4.2.1 on Linux. The general workaround that I've been reading around this has been to run something like timeout 20s godot --headless --editor
and then run Godot with --export-release
but nothing I do gets the .godot/imported
folder to generate.
I've gotten the workaround to behave as expected on a Windows machine :/
from godot-ci.
Not sure if it will help anyone, but I encountered this problem as well and just disabled all plugins / remove all plugins I was using in the project (it wasn't many) and after that I didn't get this error anymore.
Maybe it was just coincidence and it magically worked after a couple of trial and errors, but thought I might just get this one out there.
Can also confirm, I have two projects in 4.2.1, one with addons/plugins, and one without. The one without had no issues at all, but the one with addons/plugins errored out.
from godot-ci.
This is affecting me as well. Godot 4.2.1 on Linux, one add-on (Terrain 3D), and I get the Script Error / Parse Error.
I can confirm my projects exports properly on my local machine using godot --headless.
from godot-ci.
Does it work if you use this instead? The first command imports resources, the second one exports the project with resources already imported beforehand:
godot --headless --verbose --editor --quit-after 10
godot --headless --verbose --export-${EXPORT_TYPE} "${{ matrix.name }}" build/${{ matrix.os }}/$EXPORT_NAME.${{ matrix.extension }
from godot-ci.
Does it work if you use this instead? The first command imports resources, the second one exports the project with resources already imported beforehand:
godot --headless --verbose --editor --quit-after 10 godot --headless --verbose --export-${EXPORT_TYPE} "${{ matrix.name }}" build/${{ matrix.os }}/$EXPORT_NAME.${{ matrix.extension }
No, I got the same error. This, however, works without any issues from the command line.
from godot-ci.
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