Open CarpenterBlue opened 1 month ago
Can't confirm with Windows 11 at 4.4.dev [a75bacebe], with templates built from that same version
What else can I do to help with this? It started happening in 4.3 stable in my main project and I have no idea what was the cause.
Some more details would be necessary, does it happen if you build your own templates? Or your own editor? Because with the steps here it just isn't enough to confirm it as it doesn't happen for me at least
I figured out more steps. I will update the issue in a sec. Here is a video for now.
https://github.com/user-attachments/assets/b3a3b0ca-7152-4fa3-94ba-96484c557ddc
You need an empty line before your link for it to show up as a video
Can you run Godot from a terminal using the _console.exe
wrapper, and check what errors may be printed to the output when the issue happens?
This sounds like a typical Windows file I/O issue where some files are locked and thus cannot be read, and thus the command passed to Godot fails and it falls back to something else. It used to be that it would open the project in the editor IIRC and not run it, but maybe it's different for --export*
(it might not imply --editor
).
I figured out more steps.
What's the value of your export/windows/rcedit
editor setting? If it's doing it only when Modify resources is enabled, it's likely related to rcedit command. Also, what's your app name in the Project Settings.
@akien-mga
Here is the screencap of the relevant part from the console. I ran it with "--verbose" through windows shortcut. The thing is, I have never enabled RCEDIT in 4.0++, it was always unset. Pretty sure this is enabled by default. Last time I used it was in 3.x and since then I am no longer using portable Godot ( the sc file) where it was last set.
@bruvzg A) RCEDIT is unset but I do have it on my machine, it just wasn't used in 4.0++ pretty sure Godot had the "Modify Resources" on enable by default. It wasn't problem prior 4.3 too.
B) Name of the thing is
BTW, since yesterday, it started running TWICE upon export, twice as much fun. Here is video, showcases everything, the name, the unset RCEDIT (again I am pretty sure I didn't click "Modify Resources" again in 4.0++
https://github.com/user-attachments/assets/698aef8f-d023-41a8-a197-089b84ad4a99
I also have this issue in my one project when I try to export to windows. It was an android specific project but when I tried to export it for windows it ran the app first (sometimes even twice). This project uses gradle build and has android plugins enabled, autoload scripts too. I am also using custom android export template with many modules disabled.
And I don't think rcedit is the issue here, because it is also not setup in other projects and those are exporting without any problem.
I am currently trying to reproduce this in a demo project.
@bruvzg I think the problem is related to save location.
I was trying to reproduce this error in my demo project and i noticed that this problem only occured if i export to some longer location (I don't have a better word).
Let's say my project Demo is in this directory [user_folder]/Documents/Godot 4/
and i try to save in [user_folder]/Documents/Godot4
, it will export without problem. BUT if I try to export in [user_folder]/Documents/
or [user_folder]/Desktop/
or [user_folder]/
it will run my app (sometimes twice) before exporting.
I hope all steps are clear. I tried my best to explain :)
Tested versions
v4.4.dev2.official [97ef3c837] But it happens in 4.3 too
System information
Godot v4.4.dev2 - Windows 10.0.19045 - OpenGL 3 (Compatibility) - NVIDIA GeForce GTX 960 (NVIDIA; 32.0.15.5612) - Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz (8 Threads)
Issue description
Godot runs the game when I export. Happens on all buttons, debug / no debug. Compatibility, Forward+ and Mobile.
Steps to reproduce
1) In the export menu under Application, turn on Modify Resources 2) Export
(I don't have rcedit set up)
https://github.com/user-attachments/assets/e672c32a-b337-4366-8e99-7855ac12d22f
Minimal reproduction project (MRP)
mrp.zip