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():
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
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
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.
Most helpful comment
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.