utopia-rise / fmod-gdextension

FMOD Studio GDExtension bindings for the Godot game engine
MIT License
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"Unable to load addon script from path" when working with Version control #184

Open RetroSpecter opened 6 months ago

RetroSpecter commented 6 months ago

When initially setting up the fmod addon, things seem to work smoothly. However, if I hop to a separate branch and come back to it, or hop to the branch from a separate screen, I end up with the following popup, and am unable to re-enable the addon from the plugins menu:

Unable to load addon script from path: 'res://addons/fmod/FmodPlugin.gd'. This might be due to a code error in that script.
Disabling the addon at 'res://addons/fmod/plugin.cfg' to prevent further errors.

It seems to fix itself if I reimport the addon, however that isn't a very viable solution.

Currently on Godot 4.2.0 mono (granted a custom build for Spine2D, but I don't think that would cause the issue).

RetroSpecter commented 6 months ago

So I did more investigation, and it looks like it is being caused by the .gitignore included in the fmod folder ignoring certain filetypes in the libs folder.

image

If I readd them, the plugin seems to work again (though of course they don't show up in VC because of the .gitignore).

Curious as to if there was a particular reason they were ignored. Is it leftover from when you couldn't redistribute the fmod libraries? image

piiertho commented 6 months ago

Hello ! Libraries files are not committed in repo to avoid making repo disk size grow up at each fmod update.
If you want to commit them in your repo, you can simply remove libs folder from gitignore.
Maybe we should remove gitignore file when building add-on in CI.