Godot Version
v4.2.2-stable_mono
Question
I’m using godot with VSCode as IDE and codding in C#. I started a new project to learn about godot, everything was fine until I had this problem of building project.
I usualy used the run button of the Godot editor for previewing, but I missclicked on VSCode run button, and since builder doesn’t work anymore. I tried with new project, no problem until I add autoload.
When I add and autoload I got this error :
Failed to create an autoload, script 'res://Autoload/Game.cs' does not inherit from 'Node'.
editor/editor_autoload_settings.cpp:550 - Condition "!info->node" is true. Continuing.
After that, event if I delete autoload I always have thoses messages :
.godot\mono\obj\Debug\Godot.sourceGenerators\Godot.SourceGenerators.ScriptSignalsGenerator\Event_ScriptSignals.generated.cs (8 issues)
CS1519: Invalid token '=' in class, record, struct, or interface member declaration D:\Godot\RogueLikeNew\.godot\mono\temp\obj\Debug\Godot.SourceGenerators\Godot.SourceGenerators.ScriptSignalsGenerator\Event_ScriptSignals.generated.cs(18,62)
CS1001: Identifier expected D:\Godot\RogueLikeNew\.godot\mono\temp\obj\Debug\Godot.SourceGenerators\Godot.SourceGenerators.ScriptSignalsGenerator\Event_ScriptSignals.generated.cs(30,42)
CS1001: Identifier expected D:\Godot\RogueLikeNew\.godot\mono\temp\obj\Debug\Godot.SourceGenerators\Godot.SourceGenerators.ScriptSignalsGenerator\Event_ScriptSignals.generated.cs(42,46)
CS1001: Identifier expected D:\Godot\RogueLikeNew\.godot\mono\temp\obj\Debug\Godot.SourceGenerators\Godot.SourceGenerators.ScriptSignalsGenerator\Event_ScriptSignals.generated.cs(54,35)
CS1001: Identifier expected D:\Godot\RogueLikeNew\.godot\mono\temp\obj\Debug\Godot.SourceGenerators\Godot.SourceGenerators.ScriptSignalsGenerator\Event_ScriptSignals.generated.cs(67,39)
CS0117: 'Event.SignalName' does not contain a definition for '' D:\Godot\RogueLikeNew\.godot\mono\temp\obj\Debug\Godot.SourceGenerators\Godot.SourceGenerators.ScriptSignalsGenerator\Event_ScriptSignals.generated.cs(30,42)
CS0117: 'Event.SignalName' does not contain a definition for '' D:\Godot\RogueLikeNew\.godot\mono\temp\obj\Debug\Godot.SourceGenerators\Godot.SourceGenerators.ScriptSignalsGenerator\Event_ScriptSignals.generated.cs(54,35)
CS0117: 'Event.SignalName' does not contain a definition for '' D:\Godot\RogueLikeNew\.godot\mono\temp\obj\Debug\Godot.SourceGenerators\Godot.SourceGenerators.ScriptSignalsGenerator\Event_ScriptSignals.generated.cs(67,39)
An a second line almost the same but with this path :
.godot\mono\obj\Debug\Godot.sourceGenerators\Godot.SourceGenerators.ScriptSerializationGenerator\Event_ScriptSerialization.generated.cs (4 issues)
I absolutly don’t know how to fix this. As I said it worked nicely event with autoload, no error at all in the output, it started when I misclicked on VSCode run button. And even with a fresh new project, the problem persist as soon as I want to add autoload (until I don’t use autoload, it works well). In addition, if I run the game from the project list in godot, it works perfectly. And if Y “continue debugging anyway” in VSCode after the mentionned errors, it also works.
If anyone have an idea how to fix this, I’d be very grateful
