Godot version:
3.1
OS/device including version:
Latest OSX
Issue description:
I moved from 3.1 beta 10 to 3.1 and I started seeing this in my output as an error everytime Godot refreshes (unfocus Godot and then focus it again).
modules/gdnative/gdnative.cpp:393 - No valid library handle, can't terminate GDNative object
I get these errors whenever I run the debug project:
** Debug Process Started **
modules/gdnative/gdnative.cpp:488 - No valid library handle, can't get symbol from GDNative object
modules/gdnative/gdnative.cpp:393 - No valid library handle, can't terminate GDNative object
I've tried removing all my GDNative objects, and I still get those errors in output.
The game runs completely fine, no issues it seems, no crashes. It might be some type of overzealous error output?
Unfortunately, I haven't been able to find a minimal project to reproduce this.
Any ideas?
@hpvb @karroffel Detected it too. Any ideas why its happens ?
This should be fixed by #27320
Ah, true its fixed in master.. was checked it in stable
I'm getting this issue in 3.1.1.
Same here. It appears to happen when there are more than one C++ Classes being registered.
Same here. It appears to happen when there are more than one C++ Classes being registered.
Oh well, it turns out my problem was a different one. I got the same errors, but native scripts did not work at all.
It was caused by static members which apparently do not sit well with a dynamic library. My bad.
I get it on linux whenever I do a shortcut that involves the super key
I've got same issue with Godot3.2 on FreeBSD12.1 , I tried everything but cannot solve the issue. Can anybody help.
I've got same issue with Godot3.2 on FreeBSD12.1 , I tried everything but cannot solve the issue. Can anybody help.
36114
It was a stupid mistake :)
Working fine now!
@atari83 just out of curiosity (I may or may not be having the same issue), what was the stupid mistake?
@atari83 just out of curiosity (I may or may not be having the same issue), what was the stupid mistake?
Well, I had a wrong class definition ^^!
It was anything to do with godot-cpp or my build-tools (clang, llvm) ... my mistake was to focus on these two scope instead of studying my own code. [but you see nobody ... automatic message purge]
Thank you for replying. The problem for me is that I declared a destructor in the header (which I didn't need) and forgot to define it in the source.
I have this issue in 3.2.1.
Hi, guys had this issue in 3.2.3 and wanted to share my solution.:
I declared variables at the beginning of my cpp file My IDE (VS Code) doesn't show an error, and it compiles fine. But Godot (as I assume) doesn't support declaring variables at this position, the solution is to declare them in a header file. This way it compiles fine, and it works.
(PS: Sorry for my bad English as it isn't my native language )
Most helpful comment
Well, I had a wrong class definition ^^!
It was anything to do with godot-cpp or my build-tools (clang, llvm) ... my mistake was to focus on these two scope instead of studying my own code. [but you see nobody ... automatic message purge]