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if i have a C# project say d:\godotprojects\helloworld and if i export to d:\godotprojects\helloworld\export\ , the first time I get proper .pck file , say 10kb if the export folder is blank. But if I export again (no changes to settings or code) to the same export folder, it will create 40kb .pck file because *.deps.json gets embedded into the .pck file.
This does not happen if i export to folders outside of d:\godotprojects\helloworld\
Steps to reproduce
Just a simple 2D project, create a button, and a sprite2d. Attach script to scene, connect event to button to turn sprite visible/invisible by toggling the .visible property.
Must be C# code.
Minimal reproduction project (MRP)
usingGodot;usingSystem;publicpartialclassmain:Node2D{// Called when the node enters the scene tree for the first time.publicoverridevoid_Ready(){}// Called every frame. 'delta' is the elapsed time since the previous frame.publicoverridevoid_Process(doubledelta){}privatevoid_on_button_pressed(){// Replace with function body. Sprite2Dsprite=GetNode<Sprite2D>("logo");sprite.Visible=!sprite.Visible;}}
The text was updated successfully, but these errors were encountered:
Please create a project for an MRP, this is something that could easily be a configuration issue so getting all the details of what your case is is important
I attach the project zip file (without the .godot contents) with the \export\ folder blank. Export to that folder 1st time, look at the .pck file, then export again and watch the .pck file grow.
Likely a consequence of #65295 since JSON files are now imported as Resources, and by default every Resource is included in exports. You should be able to exclude these JSON files using the exclude filters:
Alternatively, you could try adding an empty .gdignore file to the export folder. This will prevent Godot from importing any of the Resources in that directory.
Likely a consequence of #65295 since JSON files are now imported as Resources, and by default every Resource is included in exports. You should be able to exclude these JSON files using the exclude filters:
Alternatively, you could try adding an empty .gdignore file to the export folder. This will prevent Godot from importing any of the Resources in that directory.
But it's grabbing data from the destination export folder in export\data_hello43_windows_x86_64\*.json
This shouldn't happen. You should not be taking data from the output path specified. I tried to export to the same path but delete the .json files in data_hello43_windows_x86_64 and sure enough pck file doesn't get packed with the json.
But it only works if the export path is within the project folder. It doesn't work if the export folder is outside the project folder.
The behaviour of when to pack in the json files are inconsistent.
Tested versions
Tested in latest 4.3 C# release 64-bit.
System information
Godot v4.3.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 SUPER (NVIDIA; 32.0.15.5599) - AMD Ryzen 3 3100 4-Core Processor (8 Threads)
Issue description
if i have a C# project say d:\godotprojects\helloworld and if i export to d:\godotprojects\helloworld\export\ , the first time I get proper .pck file , say 10kb if the export folder is blank. But if I export again (no changes to settings or code) to the same export folder, it will create 40kb .pck file because *.deps.json gets embedded into the .pck file.
This does not happen if i export to folders outside of d:\godotprojects\helloworld\
Steps to reproduce
Just a simple 2D project, create a button, and a sprite2d. Attach script to scene, connect event to button to turn sprite visible/invisible by toggling the .visible property.
Must be C# code.
Minimal reproduction project (MRP)
The text was updated successfully, but these errors were encountered: