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### Steps: 1. Install godot-console from AssetLibrary or import from a zip file. 2. Open the Project settings and select "Plugins". 3. Enable quentincaffeino-console 4. Error seen below will print to console.
Error Message:
Resource: 'res://addons/quentincaffeino/console/src/Console.tscn' is already being loaded. Cyclic reference?
res://addons/quentincaffeino/console/src/ConsoleLine.gd:34 - Parse Error: The identifier "Console" isn't declared in the current scope.
modules/gdscript/gdscript.cpp:566 - Method failed. Returning: ERR_PARSE_ERROR
### Project: I've included the project in question for easy of re-creation. Please note that I have enabled dialogic and scatter in my plugin settings. Demo.zip
System:
Model: Acer Aspire E5-576 V1.49
Distro: Arch Linux x86_64
Kernel: Linux 5.15.10-arch1-1
Desktop Environment: KDE
CPU: 4 x Intel(R) Core(TM) i3-8130U CPU @ 2.20GHz
GPU: Intel Corporation UHD Graphics 620 (rev 07)
RAM: 5811 MiB
Godot Version: 3.4.2.stable.official.45eaa2daf
Happy to provide any additional information as needed. Would love to use this in my project(s)
Well, that's egg on my face. I attached the Node to a scene (it's been a while since I've used Godot proper) and it works perfectly fine now... 🤦🏻
Read the below message, I had the right idea but I hadn't realized that the console was loaded automatically as a singleton. Whoops.
The text was updated successfully, but these errors were encountered:
TrainDoctor
changed the title
[Godot 3.4.2, X11 Linux] Plugin cannot be properly loaded after install
[Resolved, User Error] [Godot 3.4.2, X11 Linux] Plugin cannot be properly loaded after install
Dec 22, 2021
Not sure I understood the part about attaching node to a scene since with console it should happen automatically. When you enable the console a bunch of stuff changes in your project: (1) autoload list, a console node is added there; (2) default keybindings are registered in input map.
This problem is more broad an it is also discussed here: #51
What I think is happening when you open godot editor it precompiles and loads things that are marked as autoload singletons to speedup project startup, that's where your issue might come from where it tries to load singleton multiple times. Another side effect which you might encounter which is discussed in issue I linked is instances godot has loaded in editor never get released causing a leak. So you might see leaks from console but I haven't encountered any real leak from it and those you see are only because you use the editor. If you run your project directly (godot .) everything is fine.
To be honest I'm not sure if this problem is because of the way this project is written or it is a real issue within godot. I haven't got much time to test this issue with a smaller repro addon.
### Steps:1. Install godot-console from AssetLibrary or import from a zip file.2. Open the Project settings and select "Plugins".3. Enablequentincaffeino-console
4. Error seen below will print to console.Error Message:### Project:I've included the project in question for easy of re-creation. Please note that I have enabled dialogic and scatter in my plugin settings.Demo.zipSystem:Happy to provide any additional information as needed. Would love to use this in my project(s)Well, that's egg on my face. I attached the Node to a scene (it's been a while since I've used Godot proper) and it works perfectly fine now...🤦🏻Read the below message, I had the right idea but I hadn't realized that the console was loaded automatically as a singleton. Whoops.
The text was updated successfully, but these errors were encountered: