-
-
Notifications
You must be signed in to change notification settings - Fork 97
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Make the editor change debug remote port automatically if unavailable #1335
Comments
I thought the editor already tried other ports if the default port is unavailable. cc @Faless
This is now supported by the editor in |
Actually my server and client are different, so this won't help me in this specific case. It will help me if I needed to launch 2 or more client instances though. The way I'm doing that right now is to export the client game, then run one instance of the exported game, and one instance from the editor to debug. If this would allow me to debug both instances at the same time it will be awesome. |
For reference, there is a PR implementing this: godotengine/godot#37067 |
This was implemented by godotengine/godot#53241 ( |
I am a beginner in godot and I encounter this error, please can someone assist? "Invalid set index 'playing' (on base: 'null instance') with value of type 'bool'" |
@Chinwe-D Please don't ask support questions here, as this issue tracker is meant to be used for feature proposals only. Use one of the other community channels instead. |
Noted with thanks. I'm sorry about that
…On Tue, Mar 28, 2023, 6:41 PM Hugo Locurcio ***@***.***> wrote:
@Chinwe-D <https://github.com/Chinwe-D> Please don't ask support
questions here, as this issue tracker is meant to be used for feature
proposals only. Use one of the other community channels
<https://godotengine.org/community> instead.
—
Reply to this email directly, view it on GitHub
<#1335 (comment)>,
or unsubscribe
<https://github.com/notifications/unsubscribe-auth/ANDCDVR4HAXZJO7Y676QRWTW6MBA3ANCNFSM4PYRAC5Q>
.
You are receiving this because you were mentioned.Message ID:
***@***.***>
|
Describe the project you are working on:
A multiplayer game
Describe the problem or limitation you are having in your project:
I need to launch 2 instances of the Godot editor, one for the server and one for the client, in order to work on the game. When I launch the game on both editor instances, the second instance can't use the debug remote port set in editor settings, since it's being used by the first instance. It says
Error listening on port <remote debug port>
.Each time I want to work on the game, I have to manually change the debug remote port in one of the editor instances so they don't interfere with each other.
Describe the feature / enhancement and how it helps to overcome the problem or limitation:
Make the editor automatically change the port if it finds the default unavailable.
Describe how your proposal will work, with code, pseudocode, mockups, and/or diagrams:
Perhaps a fallback port that would also be set in editor settings, then after it throws
Error listening on port <remote debug port>
, it automatically changes to that port and attempts to connect.If this enhancement will not be used often, can it be worked around with a few lines of script?:
No.
Is there a reason why this should be core and not an add-on in the asset library?:
This is a general enhancement to the editor that would better be done in core.
The text was updated successfully, but these errors were encountered: