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The custom resource cannot be displayed properly in the quick load resource list #86060
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Please make a new thread. |
This and #85775 are workflow killers for me right now since upgrading to 4.x. Except for freshly-created resources, the quick load list is always empty, and I have to navigate to the resource file directly. #67119 is closed but still active, and it has the most information out of any of the issues. Can we consolidate under a single issue to troubleshoot, preferably the older one with all the helpful info? I assume the code driving this dialog is here? https://github.com/godotengine/godot/blob/master/editor/editor_quick_open.cpp My C++ is super rusty, but I'm going to start poking around. |
Reproduced on v4.2.1.stable.official [b09f793] |
I've noticed the same thing too, which is an interesting bit of information that might help get to the bottom of it. Specifically the "except for freshly-created resources". When I create a new resource, for a while (maybe the same editor session?) I can quick-load resources of that type. |
A probably workaround could be a Tool script that just loads and re-saves all resources of a specific type. After editing the resources, you notice they're available in the dropdown again. |
I was refactoring my code and wanted to create subclasses to make selecting of my specific custom resources easier because my resources have gotten so big that there were too much to select in my quick load which was inconvenient. Running across this bug killed that approach. |
Tested versions
4.2.mono, 4.1.3.stable.mono
System information
Windows10, Windows11
Issue description
Something is often missing from the list of resources.
It often happens after git push, when new resources are created
Sometimes it happens when you restart my computer.
Something in the quick load resource list will not show.
Need to delete ".godot" folder. and build project
Then it shows up in quick load resource list
Steps to reproduce
Create new project
Create new C# script called "Item" that inherits from Resource
Build project
Create a "Resource" file named "Item_1.tres"
Set existing script of "Item_1.tres" to Item.cs
Add [GlobalClass] attribute in Item.cs
Create new C# script called "Test.cs" that inherits from Node
Build project
Create root node, and set existing script to "Text.cs"
Click "Item" Property in Inspector, click "Quick Load", no item in resource list
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Create a "Item" resource file named "Item_2.tres"I, and click "Item" Property in Inspector, click "Quick Load"
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open "Item_1.tres" in VSCode, there is no "script_class"
Build project or not build project,and click "Item" Property in Inspector, click "Quick Load", the result is the same as step 12. only "Item_2.cs" in resource list
Reload current project, and click "Quick Load", only "Item_2.cs" in resource list
Close Project
Open in file Manager, and deleted ".godot" folder
Open Project, build project
Click "Item" Property in Inspector, click "Quick Load", "Item_1.cs" and "Item_2.cs" in resource list
Minimal reproduction project (MRP)
N/A
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