Open MikeSchulze opened 3 months ago
Hello, this also happening to my project, I created a minimal reproduction project here: https://github.com/FallenAngel97/godot-example-reimport The error looks like this:
The plugin is this one: https://github.com/KoBeWi/Godot-Slider-Label
The temporary workaround discussed with blackshift from Godot is following (considering that you don't have the .godot folder present yet):
godot -v --headless -e --quit godot -v --headless -e --quit # <-- double to ensure that we have everything in place from imports godot -v --headless --export-release Android ./example.aab
Tested versions
v4.3.beta2.mono.official.b75f0485b
System information
Windows 11
Issue description
I have created a new plugin with custom classes using
class_name
. By nature, the ".godot" folder is not transferred to a repository, so Godot should recreate the cache.But even
--import
does not work as specified ;) This means that if the.godot
folder is missing, Godot will show these error messagesSCRIPT ERROR: Parse Error: Could not find base class
when first started.This kind of error is already a long term problem, and it frustrates me that this cache error has feeling no focus. I would expect the editor to have its own cache under control and rebuild it when needed. This should be the default, without the hassle of having to use a workaround like
--import
.Steps to reproduce
Use the attached project Two scenarios: a) delete the
.godot
folder open in Godot editor, you see the errors at startupb) delete the
.godot
folder use command line$GODOT_BIN --import --headless
Minimal reproduction project (MRP)
GeometryNodes.zip