Open CsloudX opened 1 month ago
Just a guess: the autoloads are stored in the project settings, so when the editor is closed the plugin changes the project settings and maybe add_autoload_singleton
does not save them, so godot prompts you to do it. Calling ProjectSettings.save()
in _exit_tree
could be a workaround. Don't have time to test it right now.
As I'm suggesting in the linked issue above, I don't believe anyone should add autoloads within _enter_tree()
. If you write in GDScript, you'd better utilize _enable_plugin()
for that. However, in GDExtension this function won't get called (due to a bug?), so I don't have workaround for this case.
Not sure about C#
Tested versions
v4.3.beta3.mono.official [82cedc83c]
System information
Godot v4.3.beta3.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 5GB (NVIDIA; 31.0.15.3623) - AMD Ryzen 9 3900X 12-Core Processor (24 Threads)
Issue description
Steps to reproduce
Minimal reproduction project (MRP)
PluginTest2.zip