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Attention |
Topic was automatically imported from the old Question2Answer platform. |
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Asked By |
ManiCus |
var save = 0 func save(save):
var file = File.new()
file.open("user://savegame.save", File.WRITE)
file.store_var(save)
file.close()
func load_():
var file = File.new()
file.open("user://savegame.save", File.READ)
save = file.get_var(save)
file.close()
return
The code is working and saving the “var” when running the game from godot, but when i export the project and i run it, the “var” wont be saved or loaded correctly
(Exporting for mac)
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Reply From: |
timothybrentwood |
I copied your functions and did this in my own editor and it worked as anticipated, prints 1 then 0:
var save = 0
func _ready() -> void:
save(save)
save = 1
print(save)
load_()
print(save)
Try changing user://savegame.save
to res://savegame.save
in both functions and see if that gives you any results. If that works you have a permissions issue in the directory that user://
points to. If it doesn’t work, i think you have a permissions issue overall.
Ok, i changed from user:// to res:// and now my var is “null” when I run it in Godot and when i export it too
ManiCus | 2021-05-02 15:27
never mind, i solved it, i don’t know how, but i did it. I changed back to user:// and some how it worked
Thanks for helping however!!
ManiCus | 2021-05-02 15:38
I think it’s a permissions issue. Try running the executable equivalent produced by Godot after the export process as an administrator or root user. If I recall correctly you usually have to type in a password before a program is ran as an administrator in Mac OS.
3 Ways to Open Applications With Root Privileges on a Mac
timothybrentwood | 2021-05-02 16:00