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Unable to load add-on script from path

A topic by RelicSoulz created 73 days ago Views: 110 Replies: 5
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hi I am using Godot v4.2.2 with mono on Windows and have .NET 6.0.421 installed. I encountered an error after the "build" step while trying to enable the Addon. The error message reads: 'Unable to load add-on script from path: 'res://addons/assetplacer/AssetPlacerPlugin.cs'. This may be due to a code error in that script.' It also mentions 'Disabling the add-on in 'res://addons/assetplacer/plugin.cfg' to avoid further errors.' I have already tried removing the folder and placing a new copy again, but the error persists.  

im not sure if it the file itself i deleted and redownloaded many time 

visual studio says 32 problem with file..

Developer

Hello Relic, can you try if it gives you the same error if you add the plugin to a new project? Also, can you send me the contents of your .csproj file inside your project, to see if you have any unusual configuration there?

Please also make sure you precisely followed each of the installation steps here:

https://cookiebadger.github.io/assetplacer-docs/installation.html

Yes it give me the same error on new project as well. I tried using older version to see if that might help but I keep receiving the same error. How would I send you the .CSpro file?

Developer

unfortunately, I cannot tell how to fix your issue from this information. Since it happens in a new project, I suspect there might either be a problem with your .NET installation (maybe try upgrading it to a newer version), or with the version of Godot you downloaded (make sure it is the mono version). If the problem persists, you may contact me here so we can try to do some deeper troubleshooting.

I redownloaded Godot and that seem to have fixed adding the plugin however when trying to place it I get this error now. I also tried messaging on discord but it just take me to my server

Developer

I am happy to hear that you were able to solve your issue. The warning you get now should not be a problem, and only appear when you open the project. If it annoys you, you can change all instances of "EditorPlugin.GetEditorInterface()" with "EditorInterface". The reason for the obsolete code is backward compatibility with Godot 4.0.

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