Autoload Script Functions not being called in Exported Build

Godot v4.5.1.stable.steam [f62fdbde1]

I have just finished the demo for my upcoming metroidvania game; Lost Facade, and everything works great in the editor and I am really happy with the finished demo.

After exporting the game however I noticed I couldn’t start the game past the title screen, which I deduced was because the save files weren’t being created through my global script functions

I also noticed sounds were not playing when I hovered over the title screen UI elements (which each contain a mouse_entered signal that calls a global function that creates an audiostream player and plays it)

I believe my global script autoload isnt running at all in the exported build and I have no idea why this would be happening. I checked the debug console and the script itself (global.gd) is loaded into the game along with the rest of the assets needed, but it is not running the script at all.

here is my global script (global.gd)

extends Node


@onready var AfterImage = preload("res://Data/Entities/Effects/Effect_AfterImage.tscn")
@onready var ACHIEVEMENTINSTANCE = preload("res://data/ui/AchievementBubble.tscn")


var savefilelocation = "user://Save.json"




#DEBUG

var lowperformancemode = false
var indebugscene = false
var InFractal = false
var debugmode = false
var squishy
var gui
var storedposition
var storedareaid
var storedsectionid
var perspectivebuffer = 3

#DEBUG


#VARIABLES THAT ARE TO BE SAVED

var StoredCameraLimits = [0,0,0,0]
var StoredCameraOffset = Vector2(0,0)
var CurrentSectionID = 0
var CurrentSection
var lastcheckpointposition
var CurrentAreaStringName: String = ""


var fractalscollected = 0
var collectedfractalindexes = [null]

var UnlockedAttacking = false

var PersistentBossVariables = [
	[[]],
	[],
	[],
	[],
	[],
]
var BossesDefeated = [
	""
]
var CompletedDemo: bool = false

var SilenceMusicZones: bool = false
var QueueOneTimeTriggerSave: bool = false
var QueuedOneTimeTriggers = []

#VARIABLES THAT ARE TO BE SAVED
var CurrentSubSection
var StoredSection
var CurrentSubSectionID = 0
var StoredSectionID = 0
var InSubSection = false
var DialogueActive = false
var globalpause = false
var indangerousarea = false
var DestroyingProjectiles = false
var loaded = false
var AwaitSpecificLoad = false
var TestingModeActive = false
var CanSaveThroughTestingMode: bool = false
var InPauseMenu = false
var SquishyFocus
var OneTimeTriggers = []
var BreakableWallsBroken = []
var MusicZoneEnabledStates = []
var MusicZoneNames = []
var SceneSpecificVariables = [
	
	0,
	0,
	0,
	0,
	0,
	0,
	0,
	0,
	0,
	0,
	0,
	0,
	0,
	0,
]
var SceneSpecificVariableNames = [
	
	"GeneratorsActivated"
	
]

var CurrentOccupiedFractal
var OldPlayerMovementState: String = ""

var CurrentBoss = []

var OnEnd = false

@onready var SceneBase = get_tree().get_current_scene()


func _ready():
	
	print("Global.gd is running!")

	
#	for i in controlnamelist.size():
#		InputMap.action_erase_events(controlnamelist[i - 1])
	
	
	
	Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
	
	if lowperformancemode == true:
		Engine.max_fps = 30
		Engine.max_physics_steps_per_frame = 30
	
	

	
	
	
	process_mode = Node.PROCESS_MODE_ALWAYS
	
	

	



func _process(delta: float) -> void:
	
	if CompletedDemo == true and OnEnd == false:
		get_tree().change_scene_to_packed(load("res://EndOfDemoScreen.tscn"))
		globalpause = false
		OnEnd = true
	
	if CompletedDemo == true:
		if Input.is_anything_pressed():
			
			CompletedDemo = false
			
			Save()
			
			BossesDefeated = [""]
			
			if Input.is_action_just_pressed("move_jump"):
				get_tree().quit()


	
	
	
	#gyu
	
	if gui != null and gui.lastfractalscollected != fractalscollected:
		gui.lastfractalscollected = fractalscollected
	
	
	
	#Preset Screen Movement Patterns
	
	
	
	
	
	
	
	
	if loaded == false:
		
		var dir = DirAccess.open("user://")
		if dir == null:
			DirAccess.make_dir_absolute(OS.get_user_data_dir())
		
		if not FileAccess.file_exists("user://Save.save"):
			Save()
			print ("GameSave was Called")
		else:
			LoadSave()
		
		
		
		
		
		
		loaded = true
	if AwaitSpecificLoad == true and CurrentAreaStringName != "":
		LoadSpecificSave()
	if not FileAccess.file_exists(str("user://",CurrentAreaStringName,".save")) and CurrentAreaStringName != "" and CompletedDemo == false:
			var AreaSpecificSave = ConfigFile.new()
			
			AreaSpecificSave.set_value("Fractals", "collectedfractalindexes", [null])
			
			#if not FileAccess.file_exists(str("user://",get_tree().get_current_scene().name,".save")):
			AreaSpecificSave.save(str("user://",CurrentAreaStringName,".save"))
			
			AwaitSpecificLoad = true
	#if TestingModeActive == true:
		#Global.UnlockedAttacking = true
	
	#DEBUG

		

	if DestroyingProjectiles == true:
		DestroyingProjectiles = false
					
	if Input.is_action_just_pressed("Breakpoint"):
		breakpoint
	
	
	
	
	
	if Input.is_action_just_pressed("Debug_Mode") and debugmode == false and TestingModeActive == true:
		debugmode = true
		
		var dbins = load("res://Data/ui/Menus/debugmenu.tscn").instantiate()
		add_child(dbins)
	if Input.is_action_just_pressed("Exit_Debug"):
		debugmode = false
		
		
		
	
		
	
	

	
	#if debugmode == true and Input.is_action_pressed("Flight"):
		#get_tree().debug_collisions_hint = true
		#get_tree().debug_navigation_hint = true
		#pass
	#
	#else:
		#get_tree().debug_collisions_hint = false
		#get_tree().debug_navigation_hint = false
	
	
	#DEBUG
	
	if Input.is_action_just_pressed("Reload") and TestingModeActive == true:
		
		ResetVariables()
		get_tree().reload_current_scene()
	
	SceneBase = get_tree().get_current_scene()
	
func GetImportantRefs(player,ui):
	
	squishy = player
	gui = ui
	

func Save():
		
	if TestingModeActive == false or CanSaveThroughTestingMode:
		if not FileAccess.file_exists("user://Save.save"):
			







			
			
			
			
			#Create nonspecific area save variables at their default values if no save file exists
			
			var Save = ConfigFile.new()
		
			Save.set_value("Area Information","lastcheckpointposition", Vector2(-5555,0))
			Save.set_value("Area Information", "CurrentSectionID", 0)
			Save.set_value("Area Information","CurrentAreaStringName", "TheTwilightSpace_FirstExpedition")
			
			Save.set_value("Collectibles","fractalscollected", 0)
			Save.set_value("Collectibles","timelinecount", 0)
			
			Save.set_value("Squishy","UnlockedAttacking", false)
			Save.set_value("Squishy","SquishyFocus", "Basic")
			Save.set_value("Squishy","BossesDefeated", [""])
			Save.set_value("Squishy","CompletedDemo", false)
			
			
			Save.save("user://Save.save")
			
			print ("File should be there")
			
			#Create nonspecific area save variables at their default values if no save file exists
			
			#if gui != null:
				#gui.CreateDebugLabel(str("The game was saved successfully and the save file looks like:", Save.encode_to_text()))
				
			LoadSave()
			
		else:
			
			#Save Nonspecific Area Information
			
			var Save = ConfigFile.new()
			
			Save.set_value("Area Information","lastcheckpointposition", lastcheckpointposition,)
			Save.set_value("Area Information", "CurrentSectionID", CurrentSectionID)
			Save.set_value("Area Information","CurrentAreaStringName", CurrentAreaStringName)
			
			Save.set_value("Collectibles","fractalscollected", fractalscollected)
			
			Save.set_value("Squishy","UnlockedAttacking", UnlockedAttacking)
			Save.set_value("Squishy","SquishyFocus", SquishyFocus)
			Save.set_value("Squishy","BossesDefeated", BossesDefeated)
			Save.set_value("Squishy","CompletedDemo", CompletedDemo)
			
			Save.save("user://Save.save")
			
			#Save Nonspecific Area Information
		
		
		SaveSpecific()
		
		
		
		
			
			
			
			
			
			#if gui != null:
				#gui.CreateDebugLabel(str("The game was saved successfully and the save file looks like:", Save.encode_to_text()))

func SaveSpecific():
	
		if not FileAccess.file_exists(str("user://",CurrentAreaStringName,".save")) and CurrentAreaStringName != "" and "_" in CurrentAreaStringName:
			var AreaSpecificSave = ConfigFile.new()
			
			AreaSpecificSave.set_value("Fractals", "collectedfractalindexes", [null])
			AreaSpecificSave.set_value("Objects", "OneTimeTriggers", [])
			AreaSpecificSave.set_value("Objects", "MusicZoneNames", [])
			AreaSpecificSave.set_value("Objects", "MusicZoneEnabledStates", [])
			AreaSpecificSave.set_value("Objects", "BreakableWallsBroken", [])
			
			#if not FileAccess.file_exists(str("user://",get_tree().get_current_scene().name,".save")):
			AreaSpecificSave.save(str("user://",CurrentAreaStringName,".save"))
			
			AwaitSpecificLoad = true
		elif FileAccess.file_exists(str("user://",CurrentAreaStringName,".save")) and "_" in CurrentAreaStringName:
			
			var AreaSpecificSave = ConfigFile.new()
			
			AreaSpecificSave.set_value("Fractals", "collectedfractalindexes", collectedfractalindexes)
			AreaSpecificSave.set_value("Objects", "OneTimeTriggers", OneTimeTriggers)
			AreaSpecificSave.set_value("Objects", "MusicZoneNames", MusicZoneNames)
			AreaSpecificSave.set_value("Objects", "MusicZoneEnabledStates", MusicZoneEnabledStates)
			AreaSpecificSave.set_value("Objects", "BreakableWallsBroken", BreakableWallsBroken)
			#if not FileAccess.file_exists(str("user://",get_tree().get_current_scene().name,".save")):
			AreaSpecificSave.save(str("user://",CurrentAreaStringName,".save"))
			
			AwaitSpecificLoad = true
			
		
	
	
	
	
	
	
	
	
	
	
	

func LoadSave():
	
	#Load nonspecific save
	
	var config = ConfigFile.new()
	var err = config.load("user://Save.save")
	
	var sections = ["Area Information",
	"Collectibles",
	"Squishy"]
	
	var index = 0
	
	for i in config.get_sections().size():
		for x in config.get_section_keys(sections[i]).size():
			set(config.get_section_keys(sections[i])[x], config.get_value(sections[i],config.get_section_keys(sections[i])[x]))
	

	print(config.get_value(sections[0],config.get_section_keys(sections[0])[2]).get_slice("/",4)   )
	
	#CurrentAreaStringName = config.get_value(sections[0],config.get_section_keys(sections[0])[2]).get_slice("/",4)   
	
	
	#Load nonspecific save
	
	AwaitSpecificLoad = true
func LoadSpecificSave():
	
	if FileAccess.file_exists(str("user://",CurrentAreaStringName,".save")):
	
		var Sconfig = ConfigFile.new()
		var Serr = Sconfig.load(str("user://",CurrentAreaStringName,".save"))
		
		var Ssections = ["Fractals",
		"Objects"
		]
		
		var Sindex = 0
		
		for i in Sconfig.get_sections().size():
			for x in Sconfig.get_section_keys(Ssections[i]).size():
				
				set(Sconfig.get_section_keys(Ssections[i])[x], Sconfig.get_value(Ssections[i],Sconfig.get_section_keys(Ssections[i])[x]))
				
				
				
		pass
	
	
		AwaitSpecificLoad = false
	
	
	
	
	
	
	
	
	
	
	
	

func PlayUISound(soundid):
	
	var sounds = [
		"res://sounds/UI/TitleScreen_CrystalHover.ogg",
		"res://sounds/Entities/Projectiles/Ally_Gun.wav",
		"res://sounds/UI/TitleScreen_SquishyHover.ogg",
		"res://sounds/BreakableWallBreak.ogg"
		
		
		
		
	]
	
	
	var soundeffect = AudioStreamPlayer.new()
	
	for i in get_children():
		if i is AudioStreamPlayer:
			i.queue_free()
	
	
	add_child(soundeffect)
	
	
	soundeffect.stream = load(sounds[soundid])
	soundeffect.play()
	
	await get_tree().create_timer(2).timeout
	

	if self.has_node(str(soundeffect)):
		soundeffect.queue_free()
	

func ImpactDelay(time):
	
	#globalpause = true
		#
	#await get_tree().create_timer(time).timeout
		#
	#globalpause = false
	pass


func GrantAchievement(achievementid):
	
	var achievementslist = ["Base", #id 0
		"Test",#id 1
		"TestWithAdvancements",#id 2
	]
	if not ResourceLoader.exists(str("user://Achievements/Achievement_",achievementslist[achievementid],".tres")) or ResourceLoader.exists(str("user://Achievements/Achievement_",achievementslist[achievementid],".tres")) and load(str("user://Achievements/Achievement_",achievementslist[achievementid],".tres")).unlocked == false:
	
		var achievements_basedir = "res://Data/Resources/Achievements/Achievement_"
		
		#this list of achievements is purely for keeping track of all that exist and is not used
		
		
		
		
		
		
		
		
		
		
		
		
		
	
		

		var achievement = load(str(achievements_basedir,achievementslist[achievementid],".tres"))
		
		print(DirAccess.dir_exists_absolute(str("user://Achievements/Achievement_",achievementslist[achievementid],".tres")), "and the path is checked was: ", str("user://Achievements/Achievement_",achievementslist[achievementid],".tres"))
		
		
		if not ResourceLoader.exists(str("user://Achievements/Achievement_",achievementslist[achievementid],".tres")):
			if achievement.currentrequirementsuccesscount >= achievement.UnlockRequirementSuccessCount and achievement.unlocked == false:
				
				
				var ach = ACHIEVEMENTINSTANCE.instantiate()
				
				add_child(ach)
				
				ach.title = achievement.UnlockedName
				
				ach.icon = achievement.UnlockedIcon
				
				achievement.unlocked = true
				
				ach.type = "Achievement"
				
				var dupedach = achievement.duplicate()
				
				if not DirAccess.dir_exists_absolute("user://Achievements"):
					DirAccess.make_dir_absolute("user://Achievements")
				
				ResourceSaver.save(dupedach,str("user://Achievements/","Achievement_",achievementslist[achievementid],".tres"))
				
			else:
				
				achievement.currentrequirementsuccesscount += 1
				
				
				
				var ach = ACHIEVEMENTINSTANCE.instantiate()
					
				add_child(ach)
					
				ach.title = achievement.LockedName
					
				ach.icon = achievement.LockedIcon
					
				ach.type = "Advancement"
				
				ach.advancementcompletionnumber = achievement.currentrequirementsuccesscount
				
				ach.advancementtotalnumber = achievement.UnlockRequirementSuccessCount
				
				var dupedach = achievement.duplicate()
				
				if not DirAccess.dir_exists_absolute("user://Achievements"):
					DirAccess.make_dir_absolute("user://Achievements")
				
				ResourceSaver.save(dupedach,str("user://Achievements/","Achievement_",achievementslist[achievementid],".tres"))
				
			Save()
		else:
			
			achievement = load(str("user://Achievements/Achievement_",achievementslist[achievementid],".tres"))
			
			if achievement.currentrequirementsuccesscount < achievement.UnlockRequirementSuccessCount and achievement.unlocked == false:
				
			
				achievement.currentrequirementsuccesscount += 1
				
				
				
				var ach = ACHIEVEMENTINSTANCE.instantiate()
					
				add_child(ach)
					
				ach.title = achievement.LockedName
					
				ach.icon = achievement.LockedIcon
					
				ach.type = "Advancement"
				
				ach.advancementcompletionnumber = achievement.currentrequirementsuccesscount
				
				ach.advancementtotalnumber = achievement.UnlockRequirementSuccessCount
				
				var dupedach = achievement.duplicate()
				
				if not DirAccess.dir_exists_absolute("user://Achievements"):
					DirAccess.make_dir_absolute("user://Achievements")
				
				ResourceSaver.save(dupedach,str("user://Achievements/","Achievement_",achievementslist[achievementid],".tres"))
				
			elif achievement.currentrequirementsuccesscount >= achievement.UnlockRequirementSuccessCount and achievement.unlocked == false:
				var ach = ACHIEVEMENTINSTANCE.instantiate()
				
				add_child(ach)
				
				ach.title = achievement.UnlockedName
				
				ach.icon = achievement.UnlockedIcon
				
				achievement.unlocked = true
				
				ach.type = "Achievement"
				
				var dupedach = achievement.duplicate()
				
				if not DirAccess.dir_exists_absolute("user://Achievements"):
					DirAccess.make_dir_absolute("user://Achievements")
				
				ResourceSaver.save(dupedach,str("user://Achievements/","Achievement_",achievementslist[achievementid],".tres"))
				
			
		
		
func ChangeSection(Section):
	
	
	
	if CurrentSection != null and StoredSection == null or CurrentSection != null and Section != CurrentSectionID:
		CurrentSection.queue_free()
		
		if Section != 0:
			CurrentSectionID = Section
	
	CurrentBoss = []

	
	
	var SectionInstance
	
	if StoredSection == null or StoredSection != null and CurrentSectionID != StoredSectionID:
		SectionInstance = load(str("res://Data/Areas/",CurrentAreaStringName,"/Section_",CurrentSectionID,".tscn")).instantiate()
		get_tree().get_current_scene().add_child(SectionInstance)
	
		SectionInstance.global_position = Vector2(0,0) - (SectionInstance.get_node("SectionOrigin").global_position)

		
		CurrentSection = SectionInstance
		
			
		if squishy == null:
			var s =  SceneBase.PlayerInstance.instantiate()
			
			CurrentSection.add_child(s)
			
			squishy = s
		if gui == null:
			var g = SceneBase.UIInstance.instantiate()
			
			CurrentSection.add_child(g)
			
			gui = g
			
		
		squishy.global_position = SectionInstance.get_node(str("Spawnpoints/Spawnpoint",SceneBase.CurrentSectionSpawnpoint)).global_position
			
		if SceneBase.respawned == true and SceneBase.animplr.current_animation != "WakeUp":
			SceneBase.animplr.play("SectionTransitionOut")
		
		
	elif StoredSection != null and CurrentSectionID == StoredSectionID:
		StoredSection.global_position = Vector2(0,0)
		StoredSection.visible = true
		
		squishy.global_position = StoredSection.get_node(str("Spawnpoints/Spawnpoint",SceneBase.CurrentSectionSpawnpoint)).global_position
		
	
	if CurrentSubSection != null:
		CurrentSubSection.queue_free()

	if StoredCameraLimits[0] != 0 and StoredCameraLimits[0] != null:
		SceneBase.get_node("Camera3D").limit_left = StoredCameraLimits[0]
		SceneBase.get_node("Camera3D").limit_right = StoredCameraLimits[1]
		SceneBase.get_node("Camera3D").limit_top = StoredCameraLimits[2]
		SceneBase.get_node("Camera3D").limit_bottom = StoredCameraLimits[3]
		SceneBase.CamOffset = StoredCameraOffset
		
		StoredCameraOffset = Vector2(0,0)
		StoredCameraLimits[0] = 0
		StoredCameraLimits[1] = 0
		StoredCameraLimits[2] = 0
		StoredCameraLimits[3] = 0
	
	
	if CurrentSectionID != StoredSectionID:
		StoredSectionID = CurrentSectionID
	
	StoredSection = null
	#Global.squishy.global_position = get_node(Spawnpoint).global_position
func ChangeToSubSection(Section):
	
	Global.InFractal = true
	
	CurrentBoss = []
	
	StoredCameraLimits[0] = SceneBase.get_node("Camera3D").limit_left
	StoredCameraLimits[1] = SceneBase.get_node("Camera3D").limit_right
	StoredCameraLimits[2] = SceneBase.get_node("Camera3D").limit_top
	StoredCameraLimits[3] = SceneBase.get_node("Camera3D").limit_bottom
	StoredCameraOffset = SceneBase.CamOffset
	
	if CurrentSection != null:
		
		
		StoredSection = CurrentSection
		CurrentSection.visible = false
		CurrentSection.global_position = Vector2(100000,100000)
	
	CurrentSubSectionID = Section
	
	var SubSectionInstance = load(str("res://Data/Areas/",CurrentAreaStringName,"/Fractal_SubSections/Section_",CurrentSubSectionID,".tscn")).instantiate()
	
	get_tree().get_current_scene().add_child(SubSectionInstance)
	
	CurrentSubSection = SubSectionInstance
	
	
	var origin = SubSectionInstance.get_node("SectionOrigin").global_position
	if not origin.is_finite():
		push_error("SectionOrigin position is invalid: " + str(origin))
		origin = Vector2.ZERO
		breakpoint
	SubSectionInstance.global_position = -origin
	
	squishy.global_position = SubSectionInstance.get_node(str("Spawnpoints/Spawnpoint0")).global_position
	
	#Global.squishy.global_position = get_node(Spawnpoint).global_position

func CreateAfterImage(Sprite: CompressedTexture2D, Position: Vector2, Rotation: float, FadeTime: float, Parent: NodePath, OffsetVelocity: Vector2):
	
	var a = AfterImage.instantiate()
	
	get_tree().get_current_scene().get_node(Parent).add_child(a)
	
	a.global_position = Position
	
	a.TweenTime = FadeTime
	
	a.global_rotation = Rotation
	
	a.texture = Sprite
	
	a.OffsetVelocity = OffsetVelocity
	

func CreateEffect(Parent: NodePath, Effect):
	var e = Effect.instantiate()
			
	get_tree().get_current_scene().add_child(e)
	
	e.global_position = CurrentSection.get_node(Parent).global_position
	
func CreateSoundEffect(Parent:NodePath, AudioID, Directional):
	
	var s
	
	if Directional == false:
		s = load("res://Data/Entities/Misc/OneTimeSFX.tscn").instantiate()
	else:
		s = load("res://Data/Entities/Misc/OneTimeDirectionalSFX.tscn").instantiate()
		
	SceneBase.add_child(s)
	
	s.stream = load(AudioID)
		
	if Directional == true:
		s.global_position = CurrentSection.get_node(Parent).global_position
	
	s.play()
		
func DestroyAllProjectiles():
	
	DestroyingProjectiles = true
	
	
func CloseGame():
	get_tree().quit()
	
	
	
func UnlockFocus(Focus: String):
	
	if UnlockedAttacking == false:
		UnlockedAttacking = true
	
	SquishyFocus = Focus
	
	squishy.Focus = Focus
	
	SceneBase.InFocusCutscene = true
	
	SceneBase.BaseAnimationPlayer.play(str("UnlockFocus_",Focus))
	
	Save()
	
func ResetVariables():
	
	InFractal = false
	CurrentOccupiedFractal = null
	StoredCameraLimits = [0,0,0,0]
	StoredCameraOffset = Vector2(0,0)
	QueuedOneTimeTriggers = []
	QueueOneTimeTriggerSave = false

Please let me know if there is more information I did not provide or steps I can take to debug / troubleshoot this, and thank you to anybody who can help me on this!

Sorry if this topic is a bit verbose, I’m not really sure how to format these properly as this is my first post on here.

Can you post the log produced from your exported game’s console?

Here is the command log, I included the logs after the shaders are loaded and the device info at the top, I omitted some of the non important resource loading like sprites so I can fit this in a reply

Godot Engine v4.5.1.stable.official.f62fdbde1 - https://godotengine.org
TextServer: Added interface "Dummy"
TextServer: Added interface "ICU / HarfBuzz / Graphite (Built-in)"
Unrecognized output string "misc2" in mapping:
030000000d0f00000202000000000000,Horipad O Nintendo Switch 2 Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,misc2:b14,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Windows,
Unrecognized output string "misc2" in mapping:
030000000d0f00009601000000000000,Horipad Steam,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,misc2:b2,paddle1:b5,paddle2:b15,paddle3:b18,paddle4:b19,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
Unrecognized output string "misc2" in mapping:
030000007e0500006920000000000000,Nintendo Switch 2 Pro Controller,a:b0,b:b1,back:b14,dpdown:b8,dpleft:b10,dpright:b9,dpup:b11,guide:b16,leftshoulder:b12,leftstick:b15,lefttrigger:b13,leftx:a0,lefty:a1~,misc1:b17,misc2:b20,paddle1:b18,paddle2:b19,rightshoulder:b4,rightstick:b7,righttrigger:b5,rightx:a2,righty:a3~,start:b6,x:b2,y:b3,platform:Windows,
SDL: Init OK!
Devices:
  #0: NVIDIA NVIDIA GeForce RTX 3050 Laptop GPU - Supported, Discrete
  #1: AMD AMD Radeon(TM) Graphics - Supported, Integrated
Optional extension VK_EXT_fragment_density_map not found
Optional extension VK_EXT_astc_decode_mode not found
Optional extension VK_EXT_texture_compression_astc_hdr not found
Optional extension VK_KHR_external_memory_fd not found
Optional extension VK_EXT_debug_marker not found
- Vulkan Fragment Shading Rate supported:
  Pipeline fragment shading rate
  Primitive fragment shading rate
  Attachment fragment shading rate, min texel size: (16, 16), max texel size: (16, 16), max fragment size: (4, 4)
- Vulkan Fragment Density Map not supported
- Vulkan multiview supported:
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Creating VMA small objects pool for memory type index 1

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I wouldn’t expect you need to use --verbose to get an error message, seems like the only thing that fails to load is your “Failed loading resource: res://Data/Resources/Achievements/Achievement_Base.tres.remap” which I do not believe is an Autoload/Global script.

It’s difficult to read your script with how large the line breaks are. You have a few print statements, which of them run in your exported build?