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Data gets overriden on editor reload - closing and reopening #73916
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Please provide an MRP. Asking contributors to create dozens of everything in hopes to reproduce the bug is not going to be productive. |
ok gona try - it is preety much random, but I gona try |
File: godot_bug_mrp.zip |
What method did you use to make both sets of materials? Did you use "Duplicate"? |
I was duplicating this using rightclick, sometimes using the file system |
by file system I mean cp paste to another folder |
If you copied the files outside Godot then having duplicate UIDs is expected, because Godot can't detect and validate that. |
still expected asset path was diffrent |
The external dependencies are loaded by UID first and path is only used if the resource is not found under the cached path associated with the UID. Finding duplicate UIDs is tricky. When you copy a file with UID, Godot will think that the file's path changed rather than it's a duplicate. The only way to detect duplicates is creating a map of all UIDs during a full scan, which is a very costly operation and there isn't really a good time to execute it (aside from manually). |
mayby there should be system that says when loading project or importing new that found duplicate uids and what person does want do do with it - replace or make new |
or button called regenerate uuid |
What about counting all possible/importable assets and then checking number of existing uids |
I want to add to this that FileSystem dock does not support copy,cut and paste and that is why when somebody might need to copy multiple files they might use System File browser for that. |
It does support all these operations via drag and drop or the "Move to..." menu option. |
hm.. All I am gona say that that is not intuitive. When looking at "Move to..." menu option I see more like cut operation or drag and drop rather then copy, in rc5 it copied file that I moved keeping it references and creating unreferenced cp in folder from where I was copying. Also I mistakenly typed there cut operation cause I just forgot it is just drag and drop operation. |
Godot version
4.0 beta rc5,rc4,rc3 ...
System information
Windows 10 Forward+
Issue description
When I close editor and open it again resources get overridden.
One material get changed to 1 other material that is constantly selected.
so it is like 1 material is constantly changed to 1 other material (I created 1 material and then another 3 and first got set into fourth created on meshes not affecting the second and third where it was setted)
(Using XR tools) when setting Viewport2Din3D scene it also gets overridden
example.
![obraz](https://user-images.githubusercontent.com/51274570/221349060-003ef6ff-de4e-4d6e-bb99-5e37d14835bf.png)
I set this
to scene called storage_ui_content.tscn
but it gets back to being settings scene after editor reopening
Also I searched is this bug described in other issue but I could not find it.
Steps to reproduce
Create multiple materials (I not sure how many 10, 15 mayby more)
Create double the amount of meshes - could be cubes
Set materials created before to cubes
Reopen editor
You should see some meshes having changed/not saved material you selected
Minimal reproduction project
N/A
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