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Various script errors when building #185
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Hello ! |
Right, sorry, the errors can be reproduced simply by launching the editor from the CLI: |
Sorry for late reply. It looks like the types has not been added to |
I've got similar errors using https://github.com/abarichello/godot-ci/blob/master/.gitlab-ci.yml to export my game to Windows. $ godot --headless --verbose --export-release windows ../build/windows/$EXPORT_NAME.exe
Godot Engine v4.2.2.stable.official.15073afe3 - https://godotengine.org
TextServer: Added interface "Dummy"
TextServer: Added interface "ICU / HarfBuzz / Graphite (Built-in)"
Using "default" pen tablet driver...
JoypadLinux: udev enabled and loaded successfully.
TextServer: Primary interface set to: "ICU / HarfBuzz / Graphite (Built-in)".
CORE API HASH: 2995524600
EDITOR API HASH: 3767149329
WARNING: Custom cursor shape not supported by this display server.
at: cursor_set_custom_image (servers/display_server.cpp:505)
EditorSettings: Load OK!
SCRIPT ERROR: Parse Error: Identifier "FmodServer" not declared in the current scope.
at: GDScript::reload (res://addons/fmod/FmodManager.gd:8)
SCRIPT ERROR: Parse Error: Identifier "FmodServer" not declared in the current scope.
at: GDScript::reload (res://addons/fmod/FmodManager.gd:11)
ERROR: Failed to load script "res://addons/fmod/FmodManager.gd" with error "Parse error".
at: load (modules/gdscript/gdscript.cpp:[27](https://gitlab.com/imagine-group/knowledge-is-power/-/jobs/6885192305#L27)26)
ERROR: Failed to create an autoload, script 'res://addons/fmod/FmodManager.gd' does not inherit from 'Node'.
at: _create_autoload (editor/editor_autoload_settings.cpp:423) My [Fmod]
General/auto_initialize=true
General/channel_count=1024
General/is_live_update_enabled=true
General/is_memory_tracking_enabled=false
"Software Format/sample_rate"=48000
"Software Format/speaker_mode"=3
"Software Format/raw_speaker_count"=0
General/default_listener_count=1
General/banks_path="res://"
General/should_load_by_name=false
DSP/dsp_buffer_size=512
DSP/dsp_buffer_count=4
"3D Settings/doppler_scale"=1.0
"3D Settings/distance_factor"=1.0
"3D Settings/rolloff_scale"=1.0
[autoload]
FmodManager="*res://addons/fmod/FmodManager.gd"
[editor_plugins]
enabled=PackedStringArray("res://addons/fmod/plugin.cfg") |
Can you try to run |
Unfortunately I've just added a stage to download the actual files (including the libraries which are not saved to the repository to save storage space): download-addons:
stage: download-addons
script:
- apt-get update
- apt-get install -y curl
- cd $EXPORT_NAME/addons
- rm -rf fmod
- curl -L https://github.com/utopia-rise/fmod-gdextension/releases/download/4.2.0-4.2.0/addons.zip -o addons.zip
- unzip addons.zip -d . And directly afterwards there is this (which I didn't change) # Open the editor to import assets in case the cache was empty or outdated
import-assets:
stage: import-assets
script:
- godot --headless --verbose --editor --quit Unfortunately the errors persist. I can log all of them if it helps I don't understand the following error in particular because the file inflated just fine from the zip:
but then
💥EDIT: Now that I think about it. How could a I just checked with |
It should use Linux so files. I think this is because of Godot cache not being present. I tried locally to remove my Godot cache and got same errors and cannot regenerate it using import command line argument. |
Yeah, when the cache folder is included the pipeline works (although there were some errors in the logs).
But in our case the project doesn't really like getting exported it seems. The EDIT: I found out what let the game crash so ungracefully. When I remove (or disable, mind the missing [autoload]
FmodManager="*res://addons/fmod/FmodManager.gd"
AudioSingleton="res://autoloads/audio_singleton.tscn" EDIT2: 💥 It was not (really) that, because the folder containing the banks started with an uppercase letter (like in the example in the docs: https://fmod-gdextension.readthedocs.io/en/latest/user-guide/3-nodes/) and for some reason in the FmodBankLoader that folder had a lower case letter. It would be REALLY helpful to have at least some hint at the error in contrast to no messages at all. |
When I do a godot build, I get these script errors in my CI logs:
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