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MacOS startup error: ERROR: Resource file not found: res://Arc custom keys #61193

Open Koyper opened 2 years ago

Koyper commented 2 years ago

Godot version

3.5rc1

System information

MacOS 12.2 M1 and X86 builds

Issue description

These errors display in the console at startup on both arm64 and x86 builds:

UNSUPPORTED (log once): POSSIBLE ISSUE: unit 1 GLD_TEXTURE_INDEX_2D is unloadable and bound to sampler type (Float) - using zero texture because texture unloadable

ERROR: Resource file not found: res://Arc custom keys at: _load (core/io/resource_loader.cpp:275)

Steps to reproduce

Run Godot 3.5rc1 (same errors occur with 3.4.4stable)

Minimal reproduction project

No response

akien-mga commented 2 years ago

ERROR: Resource file not found: res://Arc custom keys at: _load (core/io/resource_loader.cpp:275)

I don't see why this would come from in Godot. Aren't you trying to load a specific project which has a script that tries to do load("Arc custom keys") or similar? Do you recognize this string as something you wrote at some point?

Koyper commented 2 years ago

That’s what I thought also (immediately after submitting the issue -sorry) - the error appears as the project manager is opening, not when opening a project. It might be in an old demo or example project that’s still in my projects list. I was not aware the project manager was actually loading resources inside projects prior to opening them?

By-the-way, 3.5 is a fantastic update - the color saturation issue is fixed! - unique names, etc. The unique names is something I’ve wanted since the beginning...

My project Maffle taxes the GUI controls heavily and everything is running correctly this morning on first testing…Î

Thanks,

-Tim

On May 19, 2022, at 10:24 AM, Rémi Verschelde @.***> wrote:

ERROR: Resource file not found: res://Arc custom keys at: _load (core/io/resource_loader.cpp:275)

I don't see why this would come from in Godot. Aren't you trying to load a specific project which has a script that tries to do load("Arc custom keys") or similar? Do you recognize this string as something you wrote at some point?

— Reply to this email directly, view it on GitHub https://github.com/godotengine/godot/issues/61193#issuecomment-1131865572, or unsubscribe https://github.com/notifications/unsubscribe-auth/AIDFM5DAFKQYA26F4DD66MTVKZMK7ANCNFSM5WMQVYDQ. You are receiving this because you authored the thread.

akien-mga commented 2 years ago

It might be in an old demo or example project that’s still in my projects list. I was not aware the project manager was actually loading resources inside projects prior to opening them?

I think it might parse at least the project.godot to retrieve the project name and icon and some extra info. But yeah it's still a bit puzzling, I'm not sure why it would start showing project specific load errors, those should normally happen when you edit the project itself.

The first error seems to be rendering related, ~maybe linked to what #61171 fixed though that doesn't seem obvious~ (nevermind, it's not a regression so that's not the one). Could it be that you actually have Arc custom keys defined as the icon for a project? If so it might fail loading it and fail trying to render it.

Koyper commented 2 years ago

I completely cleaned out the project manager projects, and still get the error message starting into an empty projects list, so it's probably not anything in a project.godot file. Also tried changing the Editor default project path to no avail.

The message appears back to at least 3.3.stable, but is fixed or consumed by Godot 4.0 alpha 7.

Koyper commented 2 years ago

Just to note: I don't recognize "Arc custom keys" from our code and can't find it in the projects so far...

akien-mga commented 2 years ago

It's probably something still in your editor_settings-3.tres in ~/Library/Application Support/Godot/.

Koyper commented 2 years ago

That was it! I'll be jiggered. The Editor had it's custom theme set to "Arc custom keys". So sorry to take up your time with this.