Godot: Cannot build GodotSharp project

Created on 27 Jun 2019  路  7Comments  路  Source: godotengine/godot

Godot version:

The current build is #538c8eec1

OS/device including version:
Mac OSX Mojave

Issue description:
When I try to build I get a "Failed to generate GodotSharp solution. Error 30":

Captura de ecra虄 2019-06-27, a虁s 17 17 08

I also have the following output error message:

Captura de ecra虄 2019-06-27, a虁s 17 21 06

bug editor mono

Most helpful comment

I encountered the same problem after updating my build from 05a0a68c7 to 6e0323657.

All 7 comments

That's likely caused by #29941.
There was a mismatch for the parent type of EditorImportPlugin which was fixed in https://github.com/godotengine/godot/pull/29941/files#diff-f8fca47e37ec343018622e4738ed772aR37

I'm not sure why it would cause an error though, especially since ResourceImporter is in core and is properly registered in ClassDB. CC @neikeq.

@xDGameStudios Did you rebuild your Mono glue?

@akien-mga I used the following commands to compile... from the compile with Mono from the manual: https://docs.godotengine.org/en/3.1/development/compiling/compiling_with_mono.html

scons platform=osx tools=yes module_mono_enabled=yes mono_glue=no
bin/godot.osx.tools.64.mono --generate-mono-glue modules/mono/glue
scons p=osx target=release_debug tools=yes module_mono_enabled=yes

also this is the output from the --generate-mono-glue

Mono: Logfile is: /Users/franciscodias/Library/Application Support/Godot/mono/mono_logs/2019_06_27 17.45.58 (42269).txt
WARNING: init: This binary is built with `mono_glue=no` and cannot be used for scripting
   At: modules/mono/csharp_script.cpp:113.
Ignoring type `BulletPhysicsDirectBodyState` because it's not exposed
Ignoring type `BulletPhysicsServer` because it's not exposed
Ignoring type `GDScriptNativeClass` because it's not exposed
Ignoring type `IP_Unix` because it's not exposed
Ignoring type `InputDefault` because it's not exposed
Ignoring type `Physics2DDirectBodyStateSW` because it's not exposed
Ignoring type `Physics2DServerSW` because it's not exposed
Name of method `Popup` is ambiguous with the name of its enclosing class `Popup`. Renaming method to `Popup_`
Name of method `Reference` is ambiguous with the name of its enclosing class `Reference`. Renaming method to `Reference_`
Ignoring type `ResourceImporter` because it's not exposed
Ignoring type `RootMotionView` because it's not enabled
Name of property `TextureProgress` is ambiguous with the name of its enclosing class `TextureProgress`. Renaming property to `TextureProgress_`
Generating ARVRAnchor...
Generating ARVRCamera...
Generating ARVRController...
Generating ARVRInterface...
...

then the list goes on!! Just posted the beginning because it looks strange!

@akien-mga Are you sure ResourceImporter is exposed? I can't find where the register_virtual_class<ResourceImporter>() call is, but my fork is a few days behind.

@akien-mga and @neikeq looking at the output from the glue generation:

Ignoring type `ResourceImporter` because it's not exposed

It doesn't seem to be exposed

I encountered the same problem after updating my build from 05a0a68c7 to 6e0323657.

yep, this makes the mono version unusable

Just tried to compile Godot and run my project, spent awhile regression testing to find that it was indeed caused by #29941 (eaaff9da3178fa515a0f051fda932c1dd04d53db), as the previous commit works fine (d8c96461183f0dc3208c3d624674fa4544212ea5)

 modules/mono/editor/bindings_generator.cpp:1211 - Base type 'ResourceImporter' does not exist, for class EditorImportPlugin
 modules/mono/editor/bindings_generator.cpp:1122 - Generation of the Editor API C# project failed

Please fix soon, as this makes Mono module impossible to use as far as I can tell.

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