Open TheOrioli opened 2 years ago
I'm also having issues with .net
Before adding C# everything was fine, but now nothing works and I get this error when deploying to GitHub pages and trying to play the game
index.js:362 ERROR: Condition "err" is true. Returned: err onPrintError @ index.js:362 index.js:362 at: load_source_code (modules/gdscript/gdscript.cpp:787) - Condition "err" is true. Returned: err onPrintError @ index.js:362 index.js:362 ERROR: Cannot load source code from file 'res://addons/inkgd/runtime/static/ink_runtime.gd'. onPrintError @ index.js:362 index.js:362 at: load (modules/gdscript/gdscript.cpp:2184) - Condition "err != OK" is true. Returned: RES() onPrintError @ index.js:362 index.js:362 ERROR: Failed loading resource: res://addons/inkgd/runtime/static/ink_runtime.gd. Make sure resources have been imported by opening the project in the editor at least once. onPrintError @ index.js:362 index.js:362 at: _load (core/io/resource_loader.cpp:271) - Condition "found" is true. Returned: RE
Certain plugins( such as https://github.com/31/GodotOnReady) might rely on the dotnet CLI being used to build the C# project. The current docker image is built on top of the
mono:latest
and does not include the .NET SDK and CLI tools.The current workaround ( and potential solution) is to execute the following commands before building:
which seems to be all that is required for Godot to prefer using the
dotnet
commands when building. Running these commands in the existing Dockerfile should work out of the box.Some other potential solutions are:
mono.Dockerfile
to usemcr.microsoft.com/dotnet/sdk:6.0
or preferablymcr.microsoft.com/dotnet/sdk:6.0-alpine
, which would be weird since the image is published asmono
and might break workflowsgodot-ci:dotnet
which uses the above mentioned images, unfortunately this would add a third image to maintain