[Bug/Crash]: Not enabling plugin correctly due to asset importing issues and not understanding how the plugin works #36
Reference in New Issue
Block a user
No description provided.
Delete Branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
What happened?
A bug happened! (Lol)

I seem to be getting this error from the script! That. And i cannot turn on the plugin- I am on godot 4.1
Version
3.1
Godot Version
4.1.1 stable
GDScript
Godot output
Additional information
No response
Checks
oh yeah that could actually be an issue with moving assets let me check
oh yeah will fix it now thank you
fixed in
a57c781
go download the new release either from github or the assets store (same download source)Yeah uh. The addon does not work on exported, or in editor. Is there any fixes for the client side i have to do? Or does the plugin not work for others in general as well?
it should work in editor so when its not working on both thats weird it works in a fresh project. I'll test if it works on exported
works perfectly on a fresh project directly from the asset library on both editor and exported project... what exavtly is happening
I'll take a look at it on a completely empty project then 😅 hopefully it's not an issue with godot
Addon-Test.zip
Here is my project folder. The addon is not working at all.
For me it works just fine but you know you have to write actual code to run it right? https://github.com/vaporvee/discord-sdk-godot/wiki#quick-start
Give me the exact issue you are getting
Oh- I just load up the game, check in discord to see if the status appeared but it seems to not have popped up every time- didn't know it doesn't auto start..
what do you mean??
Oh? You said I had to write code to get it up? I had only been applying the addon and launching the game hoping that the rich presence would just pop up and show in actual discord- not much else was done then just running the addon on a empty and filled project
yeah okay just do the actual quick start
https://github.com/vaporvee/discord-sdk-godot/wiki#quick-start
Loaded up the debug scene. And it shows it is not instanced.. But how would i instance it if it's supposed to be running already? Either way.. It seems to have no clue what all of these are connected to, Do you know if i am missing anything? I modified both the core updater, and example script- There is not much else i can modify or change..
do not modify the plugin just do the quick setup the debug node is supposed to be used when you wrote your own script file
You have to write the code i literally made a step by step guide
and instanced is not what you think it is
Oh. I see, Then I'll try this again without modifications, but I believe the same thing is just gonna happen..
Nope you have to write your own file with your own values just do it the exact way in the wiki it works for everyone i asked. even in a bigger game I'm working with
You can also look at the testing project
https://github.com/vaporvee/discord-sdk-godot/tree/main/project
@TheRealFame does it work now?
Ahh, I haven't launched Godot for awhile. So I guess I'll try the sample project and see if it works/auto starts
I had to also enable it in project settings. Which i did not check for that time, So thank god i checked today. I was only trying to see if godot had adopted any new rendering apis