Atlinx / Godot-Mono-CustomResourceRegistry

Godot plugin that registers custom C# resources & nodes.

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Godot 4.0 stable version report error log

pcloves opened this issue · comments

commented

When I try enable this plugin on an almost empty Godot 4.0 project, the following error log reported:

--- Debugging process started ---
Godot Engine v4.0.stable.mono.official.92bee43ad - https://godotengine.org
OpenGL API 3.3.0 NVIDIA 511.79 - Compatibility - Using Device: NVIDIA Corporation - NVIDIA GeForce RTX 2060 SUPER
 
--- Debugging process stopped ---
Copying Godot Offline Packages...
  modules/mono/glue/runtime_interop.cpp:1303 - System.InvalidOperationException: The type is not supported for conversion to/from Variant: 'System.Object'
     at Godot.NativeInterop.VariantUtils.GenericConversion`1.ToVariant(T& from) in /root/godot/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantUtils.generic.cs:line 17
     at MonoCustomResourceRegistry.Settings.AddSetting(String title, Type type, Object value, PropertyHint hint, String hintString) in D:\data\OneDrive\文档\Test\addons\MonoCustomResourceRegistry\Settings.cs:line 43
     at MonoCustomResourceRegistry.Settings.Init() in D:\data\OneDrive\文档\Test\addons\MonoCustomResourceRegistry\Settings.cs:line 29
     at MonoCustomResourceRegistry.Plugin._EnterTree() in D:\data\OneDrive\文档\Test\addons\MonoCustomResourceRegistry\Plugin.cs:line 34
     at Godot.Node.InvokeGodotClassMethod(godot_string_name& method, NativeVariantPtrArgs args, godot_variant& ret) in /root/godot/modules/mono/glue/GodotSharp/GodotSharp/Generated/GodotObjects/Node.cs:line 1746
     at Godot.EditorPlugin.InvokeGodotClassMethod(godot_string_name& method, NativeVariantPtrArgs args, godot_variant& ret) in /root/godot/modules/mono/glue/GodotSharp/GodotSharpEditor/Generated/GodotObjects/EditorPlugin.cs:line 1293
     at MonoCustomResourceRegistry.Plugin.InvokeGodotClassMethod(godot_string_name& method, NativeVariantPtrArgs args, godot_variant& ret) in D:\data\OneDrive\文档\Test\Godot.SourceGenerators\Godot.SourceGenerators.ScriptMethodsGenerator\MonoCustomResourceRegistry.Plugin_ScriptMethods.generated.cs:line 61
     at Godot.Bridge.CSharpInstanceBridge.Call(IntPtr godotObjectGCHandle, godot_string_name* method, godot_variant** args, Int32 argCount, godot_variant_call_error* refCallError, godot_variant* ret) in /root/godot/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/CSharpInstanceBridge.cs:line 24
 

reproduce:

  1. create a new project
  2. create a Node2d scene and select as main scene
  3. Project -> Tools -> C# -> Create C# project
  4. unzip the plugin and enable it.
  5. the error log output.
commented

Have you tried using the godot-4.x branch? The main branch is still on Godot 3.x.

commented

Have you tried using the godot-4.x branch? The main branch is still on Godot 3.x.

Yes, what am I using is godot-4.x, I had pulled a request, it seems to fix this issue.

commented

Fixed by PR #9