Open grumpOldman opened 1 year ago
See also #75301, will check the project later, but you probably get a message about a missing property and that a source generator has failec to emit code.
I'm sorry for some reason errors weren't enable in my console so I didn't see them the first time.
Failed to read file: '/root/godot/modules/mono/glue/GodotSharp/GodotSharp/Godot.SourceGenerators.Internal/Godot.SourceGenerators.Internal.UnmanagedCallbacksGenerator/Godot.NativeInterop.NativeFuncs.generated.cs'.
Cannot load C# script file '/root/godot/modules/mono/glue/GodotSharp/GodotSharp/Godot.SourceGenerators.Internal/Godot.SourceGenerators.Internal.UnmanagedCallbacksGenerator/Godot.NativeInterop.NativeFuncs.generated.cs'.
Failed loading resource: /root/godot/modules/mono/glue/GodotSharp/GodotSharp/Godot.SourceGenerators.Internal/Godot.SourceGenerators.Internal.UnmanagedCallbacksGenerator/Godot.NativeInterop.NativeFuncs.generated.cs. Make sure resources have been imported by opening the project in the editor at least once.
Godot version
4.0.2 stable
System information
Windows 10
Issue description
I was looking to split my project into different DLLs as the Godot Project compacts all scripts into one DLL. When project gets bigger the build times will get longer if everything is being compacted into one DLL.
Everything was going great I made separate Classlib with dotnet cli and add the reference to the Godot project, so far so good.
I then went to create a Node3D script in the newly created library with _Ready and _Process, but once I instantiated the new Class Object in a project script and added it to the SceneTree. _Ready and _Process wouldn't fire. I could manually call them in the attached project script. This doesn't seem like it should be doing this. Node3D node is created perfectly the functions/methods are not firing.
I did notice on the Test child node that the script field was empty probably due to it being from an external library (Classlib)
Steps to reproduce
Minimal reproduction project
TestSharp.zip