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Does this plugin work on Godot 4 (currently in alpha)? It doesn't show up on the AssetLib at least. Couldn't find an existing issue for this.
Edit: Just tried pulling the version on AssetLib into a…
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I can't enable the plugin on Godot 4.0 as it throws this error:
`Unable to load addon script from path: 'res://addons/godot-lua-pluginscript/plugin/plugin.gd'. This might be due to a code error in t…
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Should download Wasmer libs (if required) when Godot Wasm used as a module i.e. in _SCsub_. Spawned from [this comment](https://github.com/ashtonmeuser/godot-wasm/issues/20#issuecomment-1532437317). T…
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While using the bindings, one might create a new script type but forget to register it in `init`. It's a minor annoyance, but one that often leads to confusing errors when the new type is used, and is…
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When I add this code with the #[property] macro, I'm not seeing the property show up in the Godot editor in the sidebar:
```
#[derive(GodotClass)]
#[class(base=CharacterBody3D)]
pub struct Playe…
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This crashes the Godot game (not the tool) with no errors in the debugger.
To reproduce, I have an `AkEvent` with
`stop_on=2 # Tree Exit`
`stop_fade_time=5000 # 5 seconds`
`use_callback=true`
`…
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GDScript has the role of being a fast to write, easy to use language. It does well in that area and it's sufficient for most game code. But sometimes you need a faster language (to do procedural gener…
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This question is asked pretty frequently, so it's good to have something to point users to.
- Exposing value types through `FromVariant` and `ToVariant`.
- Exposing operations on those types, e.g.…
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Given an exported property like this:
```
#[export(
getter = "get_building_pattern",
setter = "set_building_pattern",
variant_type = "::godot::sys::VariantType::Object"
)]
building_…
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**Describe the bug**
Steam.steamInit() returns a .status 20 (Steam not running) on OSX. Windows and Linux exports are working fine. Running through Steam, so Steam IS running - GodotSteam just seems …