Open avnerh1 opened 3 years ago
While editing different projects at the same time is fine, I don't think editing the same project with multiple editor instances is a supported use case. I'd expect things to break when doing so. We could warn the user when opening the same project with multiple editor instances.
Also, 3.3 will likely behave better in this regard thanks to https://github.com/godotengine/godot/pull/31747. Can you test this with 3.3rc6?
It's the only reasonable flow I could think of for testing multiplayer games while developing them, as I need two running instances of the game. I'll try 3.3rc6.
It's the only reasonable flow I could think of for testing multiplayer games while developing them, as I need two running instances of the game.
It's recommended to start one of the instances using the command line instead. This can be either the client or server, although starting the server from the command line usually makes more sense.
You can add command-line arguments to automatically start a client or server to speed up debugging: https://github.com/Calinou/platshoot/blob/4e71e8e4f9fec56b9db4bb7b87ca3bbe8340a28e/data/scenes/menu/menu.gd#L15-L32
That's a good idea. Thanks!
Godot version: 3.2.3.stable.mono.official
OS/device including version: Win10, GeForce GTX 1050/PCIe/SSE2, GLES3
Issue description: When Godot crashes, if the project is open in another editor, then after opening the crashed editor anew, the following happens:
Steps to reproduce:
Minimal reproduction project: Any project, and two instances of Godot editor running