Comments (7)
Must be a little godot bug @paulloz , i disabled the plugin and re-enabled and the folder icon appeared.
from godot-ink.
Hi,
You probably haven't built the C# project before trying to load the plugin? I'll make sure to write that more explicitly in the README.
from godot-ink.
@jimpodroskey I'm using the latest master code and have it working. My .csproj had some extra items (i cant remember why), i cleaned it up a little and its all working for me now.
Might be worth posting yours just in-case.
@paulloz I think the readme needs some work. For example, you mention the .dll but not where to get it. I initially compiled it from source until i realized it was with the compiler.
Another question for you regarding inklecate.exe, the setting, does that require the path or does it require the path and the filename? i.e. D:\inklecate
or D:\inklecate\inklecate.exe
(also as an ease of life issue, is it not possible to have a window dialog to select the path or exe instead of having to copy and paste it in?)
Awesome job on the addon btw, going to try it out properly soon :)
from godot-ink.
My .csproj had some extra items (i cant remember why)
Because you need to reference the runtime .dll
(manually or via nugget).
(also as an ease of life issue, is it not possible to have a window dialog to select the path or exe instead of having to copy and paste it in?)
from godot-ink.
@paulloz i don't see that,
I'm using 3.2.3 stable mono.
And regarding my project file, no it was this;
<Project Sdk="Godot.NET.Sdk/3.2.3">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Tools</Configuration>
<LangVersion>8.0</LangVersion>
<ProjectGuid>{DB00ED65-226D-4856-AE9B-6DB9D971D0B8}</ProjectGuid>
<OutputType>Library</OutputType>
<RootNamespace>Project</RootNamespace>
<AssemblyName>Project</AssemblyName>
<CodeAnalysisRuleSet>roslynator.ruleset</CodeAnalysisRuleSet>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
<GenerateTargetFrameworkAttribute>false</GenerateTargetFrameworkAttribute>
<TargetFramework>net472</TargetFramework>
<!--The following properties were overriden during migration to prevent errors.
Enabling them may require other manual changes to the project and its files.-->
<EnableDefaultCompileItems>false</EnableDefaultCompileItems>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
<Deterministic>false</Deterministic>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="Ink">
<HintPath>$(ProjectDir)/ink-engine-runtime.dll</HintPath>
<Private>False</Private>
<SpecificVersion>False</SpecificVersion>
</Reference>
</ItemGroup>
<ItemGroup>
<PackageReference Include="Roslynator.Analyzers">
<Version>3.0.0</Version>
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
<PackageReference Include="System.Reactive.Linq" Version="4.4.1" />
<PackageReference Include="Unity.Container" Version="5.11.8" />
<PackageReference Include="Newtonsoft.Json" Version="11.0.2"/>
</ItemGroup>
<ItemGroup>
<Compile Include="scripts\**\*.cs" />
</ItemGroup>
</Project>
It's now this;
<Project Sdk="Godot.NET.Sdk/3.2.3">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Tools</Configuration>
<OutputType>Library</OutputType>
<LangVersion>8.0</LangVersion>
<ProjectGuid>{DB00ED65-226D-4856-AE9B-6DB9D971D0B8}</ProjectGuid>
<TargetFramework>net472</TargetFramework>
<RootNamespace>Project</RootNamespace>
<AssemblyName>Project</AssemblyName>
<CodeAnalysisRuleSet>roslynator.ruleset</CodeAnalysisRuleSet>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
<GenerateTargetFrameworkAttribute>false</GenerateTargetFrameworkAttribute>
<Deterministic>false</Deterministic>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="Ink">
<HintPath>$(ProjectDir)/ink-engine-runtime.dll</HintPath>
<Private>False</Private>
<SpecificVersion>False</SpecificVersion>
</Reference>
</ItemGroup>
<ItemGroup>
<PackageReference Include="Roslynator.Analyzers">
<Version>3.0.0</Version>
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
<PackageReference Include="System.Reactive.Linq" Version="4.4.1" />
<PackageReference Include="Unity.Container" Version="5.11.8" />
<PackageReference Include="Newtonsoft.Json" Version="11.0.2"/>
</ItemGroup>
</Project>
from godot-ink.
@jimpodroskey do you have an update regarding this issue? Based on the answers here and the updated README?
from godot-ink.
Without any news on this and as it seems to be user error, I'm closing.
from godot-ink.
Related Issues (20)
- Make separate repo for addons/paulloz.ink HOT 7
- Can't find Load and Save state functions on 4.0 branch HOT 7
- Can this be implemented without the .net version of Godot? HOT 1
- Invalid cast HOT 3
- Link the documentation on the AssetLib page and in the asset itself HOT 5
- Make `ChoosePathString` accessible from GDScript HOT 4
- Repo home page download link broken HOT 1
- Cannot enable plugin on mac m1 HOT 1
- Missing installation info for mac HOT 8
- The type name 'VariableObserver' does not exist in the type 'Story' HOT 3
- Error with InkDock.tscn HOT 5
- Installation process should not force you to have a csproj file HOT 3
- InkStory.ChoosePath() inaccessible HOT 1
- Errors after rebuilding the game during installation on Godot 4.1.1 HOT 2
- Included Ink files doesn't cause the Ink Story to be recompiled correctly HOT 2
- Move to Godot 4.2
- Expose onError handler method
- plugin.gd Error: Mixed use of tabs and spaces for indentation
- Calling RemoveParagraph() in MetaClicked event within RichTextLabel crashes Godot HOT 1
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from godot-ink.