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Exported Games with Godot-CI and C# are not recognizing the connected events #126

@Towfieee

Description

@Towfieee

Description:

When I launch the game from the editor, the events work as expected. However, when I export the game, the game launches but nothing works.

Error messages:
On M3 Pro Mac I ran the console app and recorded the error that was being thrown by the game:
Screenshot 2023-12-21 at 12 43 22 PM

Godot version: 4.2.1.stable.mono
Godot-ci version: 4.2.1

How to reproduce:

  • Create a game and a scene with a button as a child

Screenshot 2023-12-17 at 7 59 01 PM
Screenshot 2023-12-17 at 7 58 55 PM

  • create a script to attach to the root node and connect the button event to it
    Screenshot 2023-12-17 at 7 59 15 PM
    Screenshot 2023-12-17 at 7 59 53 PM

  • in the on event as mentioned above make sure you add a command to do something "exit the game in this scenario".

  • Assign the scene as the main scene and test the game, It should start, and when clicking the button it should close. "No problems so far"

  • Create the GitHub workflow and export entries in Godot. Here is an example that builds the game for windows, Linux, and mac:
    Screenshot 2023-12-17 at 8 17 19 PM

  • When the code is checked in and the workflow runs and succeeds, I get files for the three platforms.

  • If I test the three games on windows, mac, and Linux the games launch and I can click on the exit button, BUT the game does not close.

I tried buttons and timers so far. I also used the events to show/hide other controls and edit tests just in case the exit feature is broken. They all work before the export, but not after the export.

I am not seeing any errors that indicate an issue. Am I missing something or is this a bug?

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