Godot: Godot fails to load config and creates a new one every time.

Created on 7 Sep 2018  路  7Comments  路  Source: godotengine/godot

The the 3.1 alpha f1e5b7c build, it seems like the editor is no longer able to make good use of the editor settings file. I've wiped it out, and it doesn't even like the new one it creates when I reopen to the project screen.

godot_master_2018-09-07_05-52-37

bug confirmed editor

Most helpful comment

@roa-nyx I found a workaround with Godot v3.1.1.stable.official on macOS High Sierra (v10.13.6).

I had the same issue when attempting to export, but only if I used the --path option, or if I omitted the project.godot argument. So I managed to fix it by doing this in my build script:

cd ./my-project-directory
godot project.godot --export <preset-name> <target-name>
cd -   # return to previous directory

Now, when I re-open the Godot project list after running this, it still remembers my projects and I don't have to re-scan them all.

All 7 comments

Did a build of the commit right before my version, 74359a1d1, and that appears to work fine, unless I did something wrong. So is it really f1e5b7c causing it?

The bug is caused by the EditorSettings class being registered with the API_EDITOR api, but being instanced before the editor is ready. I was able to fix the error by modifying line 3085 of editor/editor_node.cpp as such:

ClassDB::set_current_api(ClassDB::API_CORE);
ClassDB::register_virtual_class<EditorSettings>();
ClassDB::set_current_api(ClassDB::API_EDITOR);

This registers the class as API_CORE instead of API_EDITOR. However, I don't think this is a valid or permanent solution, unless EditorSettings was initially supposed to be registered with the API_CORE api.

I renamed this thread for better search..

Apologies I'm still having this same issue. I'm trying godot --export "blah" ..\bin\ from the command line and it pukes out the following:

image

I know blah is not a valid export but according to the docs:

[...] try exporting to a non-recognized platform and the full listing of platforms your configuration supports will be shown [...]

In addition I don't think it matters what export I put this error seems to happen regardless.

@roa-nyx I found a workaround with Godot v3.1.1.stable.official on macOS High Sierra (v10.13.6).

I had the same issue when attempting to export, but only if I used the --path option, or if I omitted the project.godot argument. So I managed to fix it by doing this in my build script:

cd ./my-project-directory
godot project.godot --export <preset-name> <target-name>
cd -   # return to previous directory

Now, when I re-open the Godot project list after running this, it still remembers my projects and I don't have to re-scan them all.

@nathanwfranke and I can reproduce this in 3.1.1, we're for the most part using this build script. Replacing --path . with project.godot fixes the problem. I don't know why I had --path . in the first place, but at least now we have narrowed down what the problem is.

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