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.godot folder corrupted after being recreated when several PCK files are included into Main-PCK at build in DotNet C# #86163
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You probably need to run the editor to generate the data first once, see here, this is how it's done for testing in godot-cpp |
Thank you for the suggestion, @AThousandShips but the problem is not, that the .godot folder does not get created - it gets created successfully in godot 4.2.1 - the problem is moreover linked to the .godot folder being corrupted as soon as you have .PCK files included in your project. I have added your step of opening the editor into my .ps1 script in the example repo above so one can see that this is not enough. Just run the script "buildManually.ps1" in your windows machine locally |
For support questions and help please first turn to the other community channels, this is for bug reporting, not a help desk. Please use other channels first to see if this is a bug or user error. |
What makes you feel that it is not a bug? You could simply start up the Godot Project and try to build the project using the Godot Editor and you would see that it fails (?) Just delete the .godot folder in the provided repository, open the project and try to build it (and to run the release of course). |
I didn't say it wasn't a bug 🙃, I said to go there and discuss it and see if you are doing something wrong, I also do not use dotnet so I can't test this It's a much better use of everyone's time to ask for support elsewhere, before reporting it here 🙂 |
ok in this case thank you for the link, actually I really did not know that there was a new forum - last time I looked I had the impression that I could not register due to some maintainance that went on for a while, so I will definitely also have a look there, too :) |
I understand, and someone might come around and help you here too, but chances are that you are more likely to find help there if it doesn't end up being a bug but a configuration error Also do consider other community channels than just the forums for support, it's far from the only one 🙂 |
so I did some more tests now and it seems that the only way to get the project to work is to open the editor and press F5 - which I cannot do within github actions, can I? |
ok so I have found the solution now: So the code or github workflow should have both those two lines: godot --headless --build-solutions --quit || exit 0
godot --headless --export-release "Windows Desktop" The weird thing here is, that it will successfully build even if you leave out the I think it should at least give you an error message instead of silently accepting the corruptness of the setup? Took me a couple days to get that to work🙈 |
Hello, I encountered a similar issue (I'm searching for a working build script for 2 days now ^^). The only way to make a proper build is to delete .godot folder restart the engine by hand, then doing an export by hand. There is still a possibility that this is a export issue that is not 100% reproducible but for now I've never succeeded to make a proper build using command line. Edit: I found a workaround for my other issue here: #66842 and the fix is coming in 4.3 -> #87392 |
Tested versions
reproduceable with all Godot 4.x versions - I used 4.1.3 and 4.2.1
System information
Windows 11 - Godot 4.2.1 and Godot 4.1.3 stable C# DotNet
Issue description
when I add .godot to gitignore, I can build, but the exe file shows error messages when I try to include the PCKGreeting.pck file that lives within the executable's .pck file.
I need to have several pck files inside of my project (and thus also inside of the exported main.pck file) as I will have some "standard components" and others that a modder could add to the project from the harddrive.
I also have some github actions that will build the whole project manually and I have provided a buildManually.ps1 file that simulates that, so we can see the issue.
Steps to reproduce
Steps Using the repo
how it should be
*then again when you use the original .godot folder
Manual Steps
.PCK
extensioninclude_filter="*.pck"
Minimal reproduction project (MRP)
it is funny btw. that the description here even asks me to not provide the .godot folder, but without it you cannot test this, so I will provide the .godot as well, please don't do any harm.
Godot PCK Demo Project
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