Godot version:
Godot 3.2.stable
OS/device including version:
Windows 10
Issue description:
I want to get the executable path of my exported game. According to this i can use Globals.globalize_path() to do that. So, in Godot 3.2 the method moved to ProjectSettings.globalize_path() (?,CMIIW). It works well when I play the game from editor. But when I export it the method is not working.
Steps to reproduce:
Use my test project below.
Play it directly in editor, it works!
Export, execute, it doesnt work!
Minimal reproduction project:
GlobalizePathBug.zip
To get the executable path use OS.get_executable_path() with exported games. Projectsettings.globalize_path() works while in the editor but it may not give you the correct path depending on the system and how it's configured when exported.
Oh thank you. I didn't know that method exist. So the Projectsettings.globalize_path(), is not suppose to work on exported game?
I guess docs should mention it if it's intended.
I think we need to investigate why this doesn't work, it is kind of important that parsing a path with user:// or res:// in it actually results in returning the full path on disk, including on exports.
Simply adding the executable path in front won't work consistently and is not a fix.
@akien-mga any idea who should know how this is intended to work and why it may fail on exports?
Most helpful comment
I think we need to investigate why this doesn't work, it is kind of important that parsing a path with
user://orres://in it actually results in returning the full path on disk, including on exports.Simply adding the executable path in front won't work consistently and is not a fix.
@akien-mga any idea who should know how this is intended to work and why it may fail on exports?