I'm extremely new to C++, but I was able nonetheless to modify this plugin for my current needs.
And I'm able to compile it by running
cd godot-cpp
scons platform=windows generate_bindings=yes
cd ..
scons platform=windows
And it runs fine on my machine (Windows 10 PC)
But as soon as I open the project on my another machine (Windows 11 laptop) I get an error that weirds me the hell out
Can't open dynamic library: C:/.../project/addons/opus/bin/win64/libgodotopus.dll, error: Error 126
modules/gdnative/gdnative.cpp:510 - No valid library handle, can't get symbol from GDNative object
modules/gdnative/nativescript/nativescript.cpp:1503 - No nativescript_init in "res://addons/opus/bin/win64/libgodotopus.dll" found
Hello.
I'm extremely new to C++, but I was able nonetheless to modify this plugin for my current needs. And I'm able to compile it by running
And it runs fine on my machine (Windows 10 PC)
But as soon as I open the project on my another machine (Windows 11 laptop) I get an error that weirds me the hell out
Your original asset from https://github.com/Godot-Opus/libopus-gdnative-asset runs perfectly however, and I'm unable to figure out what could be the difference between the two :/
If you could guide me throught the process (or point out some specific technique you used to overcome this problem) I would really appreciate it.