Hey there folks. I’m working my way through the 2D game tutorial to get my bearings working with Godot. Unfortunately, despite following the tutorial best I can, something has gone wrong that I can’t quite find the cause for.
What I’m trying to do: Run the game so that the script attached to the main node runs
What is actually happening: The solution builds, but the script never runs. Or at least the breakpoint I placed on the node.ready function is never reached. As a result, the game screen remains empty
I went to take a look, but it’s in C# and I don’t use Godot with C#. I would recommend that you upgrade your version of Godot to 4.3 Stable though and try again. Most likely the docs you are following are for 4.3.
As @Moreus said, they do have C# for 4.3. I actually specifically hunted down the 4.3 archive link for you and linked that in my post above. In fact, 4.4.dev1 is out now, but if you’re learning, I suggest staying with a Stable version.
Also, I’m not sure what your reason for using C# is, but as a developer who has used many languages professionally (including C#), I will say that GDScipt is a much more forgiving language for using Godot, and you don’t lose any power using it. So far, I haven’t found any limitations of using it, and there are a lot more examples and help with GDScript.
I will consider the usr of gdscript. I have been using C# because it’s what I learned and I didn’t want to add the load of a new language on top of understanding Godot’s scene-based logic while doing the tutorial.
As for right now though, I would politely request to stay on topic, which is the problem I have been having getting the code to Run.
Update on that matter too:
After some wiggling and deleting the imports file, the program has settled on an error message that it can’t find and instantiate the player script. I have renamed the script outside of the editor in file explorer, in the references of the node’s file and in tge godot editir using the rename function but the old name of the script is still floating around somewhere and refusing to be changed.
You don’t read my message till end. Git don’t change of letters cases. In Godot you needed check if all noddes have scripts now and after this make new repo or wipe previous
I don’t know why you change nice upper case to lower case and git don’t care about but Godot does.
You use git to go back to working version of your project. if your Project save project as new branch. if its break and you cannot fix or fix is to time expensive you back to working branch.
Don’t be afraid to start over tutorial you will see how many you remember from scrach.
The editor keeps doing that against my will. Every time I rebuild the solution it changes all the filenames back the wrong way around. And there never was a working version of the project. The first version I only pushed to git so I could share a non-functional version
As Aforementioned. I started over with the GDscript tutorial. That revealed to me that at the least I hadn’t set the root node correctly as you mentioned. Marking this as the solution since it’s a comprehensive step by step of how to fix this. Thanks for the effort in any case