Closed subash1 closed 5 months ago
Our bad. When we switched from using .kt to .gdj, we forgot to properly change this part of the editor, so it's still expecting a .kt. For now, you can just drag and drop scripts from the filesystem to a node as an alternative.
After digging a bit about how this Godot UI works, here what I found. The UI to create a script and/or attach it is the same. Behind the hood it's just using the implementations of ScriptLanguage registered to the engine to find the correct extension and templates. If you try to create an already existing script, it switch to "attach Node" mode.
Once you validate this window, there are 2 consequences:
Hi Guys,
Seems attach script by default with *.kt file extension filter. If i choose kotlin file, it ends up with unable to open script error.
i am using the version 0.7.2-4.1.2
Thanks in advance