Closed SWRHARD closed 11 months ago
Hello !
In 4.0 you need to attach the .gdj
file that is generated at compile time.
See #441
Hello! Okay, i read this topic, but still dont understand how to generate .gdj files from idea, i have Simple.kt file:
@RegisterClass class Simple: Spatial() { @RegisterFunction override fun _ready() { GD.print("Hello world!") } }
i build the project (./gradlew build) and gdj file has to appear? Thanks
Can you provide your gradle build script ?
build.gradle.kts
plugins {
kotlin("jvm") version "1.7.20"
id("com.utopia-rise.godot-kotlin-jvm") version "0.6.0-3.5.2"
}
group = "org.example"
version = "1.0-SNAPSHOT"
repositories {
mavenCentral()
}
dependencies {
testImplementation(kotlin("test"))
}
tasks.test {
useJUnitPlatform()
}
tasks.withType<KotlinCompile> {
kotlinOptions.jvmTarget = "1.8"
}
You're using godot kotlin 0.6.0-3.5.2
, which is built for godot 3.5.2
.
As we did not finished 4.0 work yet, you will need to build locally this repo (master branch) or use dependency substitution to test godot with 4.0
okay, thanks! probably i will use godot 3.5.2 now update: i downloaded 3.5.2 version, but still can't to open my Simple.kt file :/
You need godot with kotlin module: https://github.com/utopia-rise/godot-kotlin-jvm/releases
You need godot with kotlin module: https://github.com/utopia-rise/godot-kotlin-jvm/releases
Yee now it works, thanks! But my script is not working now, i attached it to sprite node:
@RegisterClass
class Simple: Sprite() {
@RegisterFunction
override fun _ready() {
GD.print("I am ready!")
}
}
But the scene is closed immediately, i have only two rows in console, "I am ready" is not writing(:
--- Debugging process started ---
--- Debugging process stopped ---
If i remove my script, scene works)
Godot version: v3.5.2.stable.custom_build [170ba337a]
Update: i found logs file
Godot Engine v3.5.2.stable.custom_build.170ba337a - https://godotengine.org
OpenGL ES 3.0 Renderer: GeForce RTX 2070 SUPER/PCIe/SSE2
Async. shader compilation: OFF
WARNING: Godot-JVM: Godot-JVM: No embedded jvm found on path: C:/Godot/projects/Test/jre-amd64/bin\server\jvm.dll!
at: jni::JvmLoader::get_jvm_lib_path (modules\kotlin_jvm\src\jni\jvm_loader.cpp:64) - Godot-JVM: Godot-JVM: No embedded jvm found on path: C:/Godot/projects/Test/jre-amd64/bin\server\jvm.dll!
WARNING: Godot-JVM: Godot-JVM: You really should embedd a jre in your game with jlink! See the documentation if you don't know how to do that
at: jni::JvmLoader::get_jvm_lib_path (modules\kotlin_jvm\src\jni\jvm_loader.cpp:66) - Godot-JVM: Godot-JVM: You really should embedd a jre in your game with jlink! See the documentation if you don't know how to do that
Godot-JVM: Starting JVM ...
Godot-JVM: Loading bootstrap jar: C:/Godot/godot-bootstrap.jar
================================================================
CrashHandlerException: Program crashed
Engine version: Godot Engine v3.5.2.stable.custom_build (170ba337a5d9e4c1e40d63b89dc1ba297b71860b)
Dumping the backtrace. Please include this when reporting the bug on: https://github.com/godotengine/godot/issues
[0] <couldn't map PC to fn name>
[1] <couldn't map PC to fn name>
[2] <couldn't map PC to fn name>
[3] <couldn't map PC to fn name>
[4] <couldn't map PC to fn name>
[5] <couldn't map PC to fn name>
[6] <couldn't map PC to fn name>
[7] <couldn't map PC to fn name>
[8] <couldn't map PC to fn name>
[9] <couldn't map PC to fn name>
[10] <couldn't map PC to fn name>
[11] <couldn't map PC to fn name>
-- END OF BACKTRACE --
================================================================
0.5.2 was a broken build 0.6.2 should work without issues.
Closing issue as there is no news and the logs provided didn't contain any debug symbols that could help. The user is free to open another issue if the problem is still ongoing.
When i'm trying to attach kotlin script (Simple.kt) to a node, i got errors and the field "Language" are not changed to Kotlin
Godot version: 4.0.3 stable