Closed dkaszews closed 3 months ago
From the steps to reproduce, I see that you did not mention compiling the project. Did you follow instructions in the USAGE.md file? It's important to create a C# solution first, compile the project, and then you can activate the plugin.
By "compile", do you mean exporting the project as executable? Sorry but I am completely new to Godot.
I missed those instructions before, but they don't seem to help:
I have noticed the following error in MSBuild tab:
CS0103: The name 'EditorInterface' does not exist in the current context C:\Users\dkaszews\code\Godot\First Game\addons\yat\src\update\UpdaterWindow.cs(108,9)
Alright, now I am a little lost. Can you watch this quick video and tell me if you do something differently, or the same and there are still errors?
By "compile" I mean using dotnet build
or clicking the hammer icon in the editor in the upper right corner, but since you are getting an error with MSBuild, you did it.
At this point, the only thing I can think of is some bug in .csproj, or it's an old bug that hasn't gone away.
https://github.com/user-attachments/assets/63c104e3-f4a2-4d52-a759-8474d721eb0e
Thank you for the video, that cleared everything up!
There was something broken with my dotnet installation, as trying to follow those steps resulted in "Failed to create C# project" and "Unable to find .NET SDK". Reinstalling dotnet and rebooting system helped the issue.
Describe the bug
When trying to enable plugin, I get a popup with the following error:
Steps to reproduce
Expected behavior
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