You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
When initially setting up the fmod addon, things seem to work smoothly. However, if I hop to a separate branch and come back to it, or hop to the branch from a separate screen, I end up with the following popup, and am unable to re-enable the addon from the plugins menu:
Unable to load addon script from path: 'res://addons/fmod/FmodPlugin.gd'. This might be due to a code error in that script.
Disabling the addon at 'res://addons/fmod/plugin.cfg' to prevent further errors.
It seems to fix itself if I reimport the addon, however that isn't a very viable solution.
Currently on Godot 4.2.0 mono (granted a custom build for Spine2D, but I don't think that would cause the issue).
The text was updated successfully, but these errors were encountered:
So I did more investigation, and it looks like it is being caused by the .gitignore included in the fmod folder ignoring certain filetypes in the libs folder.
If I readd them, the plugin seems to work again (though of course they don't show up in VC because of the .gitignore).
Curious as to if there was a particular reason they were ignored. Is it leftover from when you couldn't redistribute the fmod libraries?
Hello !
Libraries files are not committed in repo to avoid making repo disk size grow up at each fmod update.
If you want to commit them in your repo, you can simply remove libs folder from gitignore.
Maybe we should remove gitignore file when building add-on in CI.
When initially setting up the fmod addon, things seem to work smoothly. However, if I hop to a separate branch and come back to it, or hop to the branch from a separate screen, I end up with the following popup, and am unable to re-enable the addon from the plugins menu:
It seems to fix itself if I reimport the addon, however that isn't a very viable solution.
Currently on Godot 4.2.0 mono (granted a custom build for Spine2D, but I don't think that would cause the issue).
The text was updated successfully, but these errors were encountered: