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UWP export can't find my script #19320
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@vnen any ideas? |
Ok, here is the full log: And as @vnen mentioned on IRC, the real error is likely the byte code parse error. It is finding Main.gdc, but it can't load it. The error about not finding Main.gd is a bit misleading then :) |
@BastiaanOlij Can you confirm that it works when exported to other platforms? |
@bojidar-bg just did an export with desktop Windows and that works fine. I'm just doing an extra tools=no build (forgot that switch) to see if that makes a difference. Might be something that isn't included when tools are off, forgot that was automatically on. edit nah same result, so unless the package has a different content, looks like this is an issue specific on UWP |
Can anyone still reproduce this bug in Godot 3.2.3 or any later release? |
Unable to test because UWP export is broken: #30558, not sure how to properly export the project (I receive signing issues):
And there seems to be no way to test the app otherwise. |
I have been able to reproduce this on several test projects on Godot 3.2.3. I got it running by unpacking the appx with 7-zip and sending the loose files to the xbox. I also tested by repacking the appx with makeappx and signing it manually. In both cases the script on the root node was missing. |
Godot version:
Master as of 2/06/2018, UWP template updated with fresh build and using matching editor build.
OS/device including version:
Universal Windows Platform running on Windows 10
Issue description:
Exporting to UWP gives error:
Parse Error: [ext_resource] referenced nonexistent resource at: res://Main.gd
The project works fine when running on Windows. Extracting the UWP package I can see that main.gd has been changed to main.gdc (I guess parsed GDScript in binary form?) and there is a main.gd.remap file which I'm guessing the resource loader should be picking up but isn't
Steps to reproduce:
Create a new Godot project. Add a root node with a script attached to it.
Export to UWP
Install and run.
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