AppLovin / AppLovin-MAX-Godot

MIT License
49 stars 6 forks source link

Unable to load plugin script #16

Closed lettdev closed 1 year ago

lettdev commented 1 year ago

MAX Plugin Version

1.0.1

Godot Version

4.1.1

Device/Platform Info

No

Current Behavior

Get an error when trying to enable the plugin

image

Expected Behavior

No response

How to Reproduce

Additional Info

No response

christophercong commented 1 year ago

@lettdev that file applovin_max.gd is named differently from our plugin one AppLovinMAX.gd. Can you verify it's the same file and/or share the file here?

lettdev commented 1 year ago

Turns out somehow the file plugin.cfg wasn't replaced and still the 1.0.0 version, which uses that file path (applovin_max.gd). I replace it now but has another error:

Unable to load addon script from path: 'res://addons/applovin_max/AppLovinMAX.gd' Base type is not EditorPlugin.

lettdev commented 1 year ago

Btw, this is the content of plugin.cfg in 1.0.1 release, seems like wrong file was shipped 😂

[plugin]

name="AppLovinMAX"
description="AppLovin MAX Godot Plugin for Android and iOS."
author="AppLovin"
version="1.0.0"
script="applovin_max.gd"
christophercong commented 1 year ago

Ahh I uploaded a fix for that yesterday on the Godot AssetLib for 1.0.1, but we have been awaiting approval. Could you try deleting your existing res://addons/applovin_max and replacing it with the one in this repo in the mean time?

Lesson learned 😅; we will be documenting the release/publishing process to avoid mistakes like this.

lettdev commented 1 year ago

Turns out somehow the file plugin.cfg wasn't replaced and still the 1.0.0 version, which uses that file path (applovin_max.gd). I replace it now but has another error:

Unable to load addon script from path: 'res://addons/applovin_max/AppLovinMAX.gd' Base type is not EditorPlugin.

To solve this problem, I think

@tool
extends EditorPlugin

should be added to the head of AppLovingMAX.gd. Now I can enable the plugin in Project Settings/Plugins 😂

christophercong commented 1 year ago

Ah I see. At the moment, our plugin doesn't require to be enabled in the Project Settings/Plugins as we don't perform any modifications or use any functionality in the Godot editor/IDE.

But we will someday as we add more functionality to this plugin 🙂. (edit: I can preemptively add the super-class and @tool annotation to the next release)