godotengine / godot

Godot Engine – Multi-platform 2D and 3D game engine
https://godotengine.org
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Godot crashes when starting a remote debug session, C# #85719

Open Devilly opened 9 months ago

Devilly commented 9 months ago

Godot version

v4.2.stable.mono.official [46dc27791]

System information

Godot v4.2.stable.mono - macOS 14.1.2 - Vulkan (Mobile) - integrated Apple M1 Max - Apple M1 Max (10 Threads)

Issue description

Using remote debug, the process halt halfway through after which the whole engine needs to be force quitted.

Screenshot 2023-12-03 at 19 55 45

Steps to reproduce

  1. Open the project
  2. Start remote debug with the icon in the upper right corner

Minimal reproduction project

Archive.zip

raulsntos commented 2 months ago

I'm unable to reproduce this issue in v4.2.2.stable.mono.official [15073afe3]. I was exporting from Linux, so maybe it's only reproducible on Mac.

You could try running Godot with the --verbose flag and see if you get any more information in the console output when using remote debug, like the output of the adb command.

Unrelated to the issue, your .csproj targets .NET 6.0 but exporting to Android requires at least 7.0. See the C# platform support documentation.

Devilly commented 2 months ago

I'm unable to reproduce this issue in v4.2.2.stable.mono.official [15073af]. I was exporting from Linux, so maybe it's only reproducible on Mac.

You could try running Godot with the --verbose flag and see if you get any more information in the console output when using remote debug, like the output of the adb command.

Unrelated to the issue, your .csproj targets .NET 6.0 but exporting to Android requires at least 7.0. See the C# platform support documentation.

Thanks for the response. I haven't looked into this since opening the ticket and went to using Windows for my development. I'll check whether I can still reproduce on the Mac.

Also, thank you for the heads-up about the target version. Couldn't that be the cause of the problem, knowing that version 6 was not to be used for mobile deployment?

raulsntos commented 2 months ago

Couldn't that be the cause of the problem, knowing that version 6 was not to be used for mobile deployment?

It should fail to build or crash the application on launch, but you mentioned the engine hangs on the installation step so it looks like building finished but it never got to launch the application.