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Not sure if it's your case, but you need to make sure all libraries (.dll) are present ( fmod.dll, fmodstudio.dll, libGodotFmod.windows.release.64.dll in my case) in the same folder as the executable
when exported the exe crashes with this error:
SCRIPT ERROR: GDScript::load_byte_code: Parse Error: Identifier 'Fmod' is not declared in the current scope.
At: res://MainScene.gdc:36
ERROR: load_byte_code: Method/Function Failed, returning: ERR_PARSE_ERROR
At: modules/gdscript/gdscript.cpp:785
ERROR: load: Condition ' err != OK ' is true. returned: RES()
At: modules/gdscript/gdscript.cpp:2168
ERROR: Failed loading resource: res://MainScene.gdc
At: core/io/resource_loader.cpp:285
ERROR: poll: res://MainScene.tscn:3 - Parse Error: [ext_resource] referenced nonexistent resource at: res://MainScene.gd
At: scene/resources/resource_format_text.cpp:440
ERROR: load: Condition ' err != OK ' is true. returned: RES()
At: core/io/resource_loader.cpp:208
ERROR: Failed loading resource: res://MainScene.tscn
At: core/io/resource_loader.cpp:285
ERROR: Failed loading scene: res://MainScene.tscn
At: main/main.cpp:1739
WARNING: cleanup: ObjectDB Instances still exist!
At: core/object.cpp:2095
ERROR: clear: Resources Still in use at Exit!
At: core/resource.cpp:425
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