Closed portwatcher closed 3 years ago
I downloaded standard export templates (3.3.stable) from Godot official website.
That's why you get this. Export templates are Godot Engine, just compiled without editor and without debug checks. Official export templates don't have the module included. You have to build them.
Thank you for your response!
The compile output of the will be a godot.exe command line tool, not a standalone runnable HelloVoxel.exe. How can I get the latter? Can I compile godot with a project embeded in?
I read the docs and it tells me just copy the godot.exe to the project dir and it works fine. Is it the only way we have (let's say we actually completed a sandbox game) to deliver the game to players, the whole dir including project.godot?
Again, I'm pretty new to Godot. You can simply paste links if you don't have much time. to explain I will read and learn.
I suppose this section would be the one you need https://docs.godotengine.org/en/stable/development/compiling/compiling_for_windows.html#creating-windows-export-templates And this one in general, if you want to use Mono (I dont know much about it): https://docs.godotengine.org/en/stable/development/compiling/compiling_with_mono.html On a longer term, it is hoped that the module could switch to GDNative so none of that compiling is required, assuming the core devs find a way to make it work with C#.
Here are the steps:
Custom Template
section.blocky_game
dir (with save
dir in it) to the same dir where HelloVoxel.exe is
In-editor play button works fine, I can play blockygame in debug mode.
After running HelloVoxel.exe exported from this demo project, I encourtered these errors:
I built Godot myself and put voxel module in. I got these errors. Then I tried pre built Godot editor downloaded from https://github.com/Zylann/godot_voxel/actions , I still got these errors.
I downloaded standard export templates (3.3.stable) from Godot official website. I also used them for 3.4.beta editor downloaded from godot_voxel/actions, because I guess there is no breaking changes on export templates.
I'm pretty new to Godot community and pretty new to cpp development. I guess I should have configured some include path, I don't know. Forgive me if this young and naive problem bothers you.