Re: Migrated Godot accessibility to GitHub
Interesting Nolan, interesting.
But yep, apparently the error is deeper than the godot-accessibility; the error appears when some things on GDScript and others in c# are combined in the same project. They should be usable at the same project without problem, but the issue in godot maybe is on that way.
For example, if you use godot-accessibility with a c# project in godot 3.1 versions... ¡it works fine! Without any problem!
But well...
In the issue, they said that it is fixed on the master branch, so I've tried to compile godot with the mono modules, and it was compiled successfully, but when I opened the godot-accessible starter (with all add-ons updated) It throws me this error:
ERROR: Parameter "assembly" is null.
at: GDMonoAssembly::load (modules\mono\mono_gd\gd_mono_assembly.cpp:467)
SCRIPT ERROR: Parse Error: The method "PoolStringArray" isn't declared in the current class.
at: GDScript::reload (res://addons/godot-accessibility/Accessible.gd:34)
ERROR: Method/function failed. Returning: ERR_PARSE_ERROR
at: GDScript::reload (modules\gdscript\gdscript.cpp:564)
SCRIPT ERROR: Parse Error: Couldn't fully preload the script, possible cyclic reference or compilation error. Use "load()" instead if a cyclic reference is intended.
at: GDScript::reload (res://addons/godot-accessibility/ScreenReader.gd:12)
ERROR: Method/function failed. Returning: ERR_PARSE_ERROR
at: GDScript::reload (modules\gdscript\gdscript.cpp:564)
ERROR: Script does not inherit a Node: res://addons/godot-accessibility/ScreenReader.gd.
at: (editor\editor_autoload_settings.cpp:357)
ERROR: Error loading GDNative file res://addons/godot-tts/target/release/godot_tts.dll: Extension "0" can't be loaded.
Got version 4.0 but needs 1.0!
at: gdnative_init (res://addons/godot-tts/target/release/godot_tts.dll:0)
SCRIPT ERROR: Parse Error: The method "PoolStringArray" isn't declared in the current class.
at: GDScript::reload (res://addons/godot-accessibility/Accessible.gd:34)
ERROR: Method/function failed. Returning: ERR_PARSE_ERROR
at: GDScript::reload (modules\gdscript\gdscript.cpp:564)
SCRIPT ERROR: Parse Error: Couldn't fully preload the script, possible cyclic reference or compilation error. Use "load()" instead if a cyclic reference is intended.
at: GDScript::reload (res://addons/godot-accessibility/ScreenReader.gd:12)
ERROR: Method/function failed. Returning: ERR_PARSE_ERROR
at: GDScript::reload (modules\gdscript\gdscript.cpp:564)
SCRIPT ERROR: Parse Error: Couldn't fully preload the script, possible cyclic reference or compilation error. Use "load()" instead if a cyclic reference is intended.
at: GDScript::reload (res://addons/godot-accessibility/Plugin.gd:4)
ERROR: Method/function failed. Returning: ERR_PARSE_ERROR
at: GDScript::reload (modules\gdscript\gdscript.cpp:564)
SCRIPT ERROR: Attempt to call function 'new' in base 'NativeScript' on a null instance.
at: _ready (res://addons/godot-tts/TTS.gd:20)
Do you have idea what can be that?
I forget something at compilation time of the godot?
Or something changed in the latest version of the master branch in the godot repository.
The godots runs fine, but cant load the plugin u.u
I will try to compile, but the non-mono build to check if it works
And... well, I hope than on the future if you got something interesting can upload your c# accessible starter pack
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