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Shader parameters not persisted in web export when running in headless mode #88033

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HunterNN opened this issue Feb 6, 2024 · 4 comments
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@HunterNN
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HunterNN commented Feb 6, 2024

Tested versions

  • 4.2.1.stable.arch_linux

System information

Godot v4.2.1.stable unknown - Manjaro Linux #1 SMP PREEMPT_DYNAMIC Fri Jan 5 17:36:36 UTC 2024 - X11 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 4080 (nvidia; 545.29.06) - AMD Ryzen 9 7950X 16-Core Processor (32 Threads)

Issue description

When using shader parameters in a Godot project, the parameter values are not persisted in the web exported version of the project. This issue occurs even though the shader itself is correctly included in the exported files.

This problem is especially noticeable when using the command line to export a fresh project, as the .godot folder may not be present.

Steps to reproduce

  • Download MRP
  • Create a web export with godot --headless --verbose --export-release "Web" /tmp/web/index.html
  • Run the web export with serve.py
  • The Godot icon is not colored blue because the state of the shader parameter active is not being set to true in the exported version.
  • Running the project in the editor, the icon is colored blue.
  • There is a script attached to the Godot icon. In this script, you can uncomment a line which will set the active property again to true when the node is ready. When this line is uncommented, the icon will appear in blue in the exported version.

Minimal reproduction project (MRP)

Shader Test.zip

@AThousandShips
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This sounds like a duplicate of:

And isn't web specific, and has been resolved

@adamscott adamscott changed the title Shader Parameters Not Persisted in Web Export Shader Parameters Not Persisted in Web Export when running in headless mode Feb 7, 2024
@adamscott adamscott changed the title Shader Parameters Not Persisted in Web Export when running in headless mode Shader parameters not persisted in web export when running in headless mode Feb 7, 2024
@clayjohn
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clayjohn commented Mar 6, 2024

@HunterNN Can you test again with a recent dev build? https://godotengine.org/article/dev-snapshot-godot-4-3-dev-4/

@HunterNN
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HunterNN commented Mar 6, 2024

Looks solved to me
(Tested it with a Laptop Manjaro Linux and Godot 4.3 dev 4)

@akien-mga
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Thanks for the confirmation! Closing as likely duplicate of #66842 then.

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