Godot: Bug with loading global Script

Created on 14 Apr 2019  路  9Comments  路  Source: godotengine/godot

In Godot 3.1 official:

I have multiple globals via autoload defined. Im using them in this capacity for a longer time already, but all of a sudden the same constellation suddenly throws the error:

"Parser Error: Class 'ControllerDamage' was found in global scope but its script could not be loaded"

I tried reverting the changes i made, but nothing seemed to fix it, but commenting out the code or load():

image

The controllerDeath, while being identical in nature (just a Node with a static func), didnt have that same error.

Upon inserting the:

var ControllerDamage = load("res://Prefabs/Controllers/ControllerDamage.gd")

the code works perfectly fine again.

Maybe this error relates to: https://github.com/godotengine/godot/issues/27136 ?

But i dont have the same "reference loop error" like the other issue

archived bug confirmed core

Most helpful comment

any updates on this please?

use C#

Script language in Godot is bad, IMHO :)
Jvm-bytecode is better. If godot use jvm-bytecode we can use any other language: Java, Scala, Kotlin, Python, Ruby, Lua.

All 9 comments

I'm getting the exact same error. Any update related to this? @akien-mga

+1 having the same issue

+1

Someone has to upload a simple reproducable project though

bug.zip

Run the scene and you will see the bug

+1

any updates on this please?

any updates on this please?

use C#

Script language in Godot is bad, IMHO :)
Jvm-bytecode is better. If godot use jvm-bytecode we can use any other language: Java, Scala, Kotlin, Python, Ruby, Lua.

This is pretty much duplicate of #27136 (based on the newest MRP), so closing.

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