问题: 使用TextureRect显示SubViewport的内容,结果发生了如下报错 E0:00:01:0007get_node: Nodenotfound:"SubViewport"(relativeto"Node2D"). <C++ 错误> Method/functionfailed. Returning: nullptr <C++ 源文件> scene/main/node.cpp:1364@ get_node() E0:00:01:0007setup_local_to_scene: ViewportTexture: ...
at: (core/object/object.cpp:1390) ERROR: Node not found: "" (relative to "/root/@EditorNode@16886/@Panel@13/@VBoxContainer@14/DockHSplitLeftL/DockHSplitL. at: (scene/main/node.cpp:1792) ERROR: Cannot get path of node as it is not in a scene tree. at: (scene/main/node.cpp:...
When I try to run my whole project(starting from the main menu screen), it throws me an error(Attempt to call function 'get_node' in base 'null instance' on a null instance) saying my minigame node was not found. So I press the 'remote' button next to 'local' and see that my ...
() -> bool: if not FileAccess.file_exists(checkpoint_save_path): print("Checkpoint file does not exist") return false # file not found var file = FileAccess.open(checkpoint_save_path, FileAccess.READ) if file: current_checkpoint_scene = file.get_pascal_string() var pos := file.get_...
Zero) throw new NativeMethodBindNotFoundException(type + "." + method); return methodBind; } public partial class AnimationNode : Resource { ... [DebuggerBrowsable(DebuggerBrowsableState.Never)] private static readonly IntPtr MethodBind13 = ClassDB_get_method(NativeName, MethodName.BlendNode); ...
我将我的播放器添加为单例,但现在Godot找不到它的精灵节点。当我试图移动时,游戏崩溃了,并给我一个"get_node: Node not found: Sprite“。错误。有人知道该怎么做吗? 浏览0提问于2021-04-10得票数 0 1回答 碰撞层和防撞面具有什么区别? 在PhysicsBody和PhysicsBody2D中的GoDot中,有两个名为Mask的属性(Ph...
1 2 3 4 5 6 func _on_status_presence(p_presence : NakamaRTAPI.StatusPresenceEvent): # Join the first match found in a friend's status for j in p_presence.joins: var status = JSON.parse_string(p_presence.status) if matchid in status: await socket.join_match_async(status["matchid...
使用自动加载播放音效..做了一个名为SoundPlayer的单例来为全局播放音效自动加载也启用了随后在某场景添加按钮,令其点击时播放音效运行时报错 Node not found,但相关节点明明存在的如图一这是出了什么问题请大
class_name StateMachineextendsNode## The initial state of the state machine. If not set, the first child node is used.@exportvarinitial_state: State=null## The current state of the state machine.@onreadyvarstate: State=(funcget_initial_state()->State:returninitial_stateifinitial_state!=null...
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