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: ...
Steps to reproduce Create a basic server/client template Create a simple test node which calls an rpc function every frame Instantiate the test node during the game Observe pre-replication Node not found errors Wait a few seconds Free the test node Observe post-freedom Node not found errors Alt...
() -> 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_...
In addition any MultiplayerSynchronizer errors out on the client with: ERROR: Node not found: "Game/Network/Player/MultiplayerSynchronizer" (relative to "/root"). at: get_node (scene/main/node.cpp:1873) ERROR: Parameter "node" is null. at: process_simplify_path (modules/multiplayer/scene_ca...
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
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...
Official binaries for the Godot editor and the export templates can be found on the Godot website. Compiling from source See the official docs for compilation instructions for every supported platform. Community and contributing Godot is not only an engine but an ever-growing community of users an...
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invalidated_container =trueset_process(true)# Runs when this node is readyfunc _ready() ->void:# Make sure child_entered_tree is connectedifnotchild_entered_tree.is_connected(_child_entered_tree): child_entered_tree.connect(_child_entered_tree)# Make sure child_exiting_tree is connectedifnot...
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); ...