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Comments (10)

HonKLam avatar HonKLam commented on May 28, 2024 2

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.

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Calinou avatar Calinou commented on May 28, 2024 1

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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HunterNN avatar HunterNN commented on May 28, 2024 1

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?

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Calinou avatar Calinou commented on May 28, 2024

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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komdog avatar komdog commented on May 28, 2024

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.

image

image

Save.gd is a standalone script with a few static functions and variables. that are being called / reference by an autoload singleton called SceneManager

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jeremyhcho avatar jeremyhcho commented on May 28, 2024

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 :/

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EvolHeartrise avatar EvolHeartrise commented on May 28, 2024

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.

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LocoNeko avatar LocoNeko commented on May 28, 2024

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.

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Calinou avatar Calinou commented on May 28, 2024

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 }

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LocoNeko avatar LocoNeko commented on May 28, 2024

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.

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