I exported a build recently and since then I’ve been getting 19 warning messages about missing uids whenever I load the project. And all this yellow hurts my soul EVERY TIME.
I tried renaming images, resaving meshes, collisions, & tile-sets - no luck.
I asked AI … and other than the above it’s suggestions are scary
The forum shows others with similar messages, but different situations.
And none of the suggestions I’ve found yet does the trick
I have this problem on 4.2 when using git. When i change computers it get a lot of these uid issues, it creates a lot of noise when commiting. Its kind of a problem. The script fixes the warnings but generates new uids on all the .tscn files.
I started on a new project on 4.3 and i haven’t run into the problem yet.
But you are having this after an export which is strange.
Oh its totally fine! It is just the cached stuff to make things faster. It will just regenerate once you open the project again.
So, i guess only delete it with the editor closed
It is not recommended to commit it to VCS`s like git. So it never exists on the first clone and will generate on when the project is open.
There are some files and folders Godot automatically creates when opening a project in the editor for the first time. To avoid bloating your version control repository with generated data, you should add them to your VCS ignore:
• .godot/: This folder stores various project cache data.
Ok this is nuts
Some import files are missing from the project
Some are in the recycle bin, not all
It’s possible I got them when trying to clear out .gtlf files maybe?
if I delete the .godot folder without all the import files in place…
Will it bomb?
I would leave *.import and asset files alone, they are just the configuration of how the resource is imported, and should exist along side asset files. If you have any custom settings for import you will need to make those changes again if you delete the *.import files. If you use the defualt import settings for assets then it will not harm anything.
No, it shouldn’t blow up, i do it frequently (although i dont think it solves the problem often) it should not harm anything. the .godot folder is cache only, except for export_credentials.cfg, and will regenerate when you open the project again.
If you want to manually resave files, go to a resource in the uid warning list in the file explorer open and resave it. And see if it is removed from the warning list.
UIDs typically represent compiled .tres .tscn, shader and compressed texture .ctex (like a .png) files. They will regenerate when project is opened again. Which all exist in the .godot folder.
Ok someone be real with me…
Is a future Godot update going to fix this, or should I be worrying about this?
I certainly wouldn’t want to ship a game with loose ends that I could fix. But if this is a godot problem that godot is going to fix, I don’t want to roll back via git or anything.
I’m getting mixed signals as to whether or not this is a problem.
I encountered this uid issue before, although like you’ve explained, my situation could have been different from yours.
The way I resolved it was to find what tscn file uses these specific assets. You may have one specific file that uses them all or several separate files (it was a single scene for me). In that file within the editor, right click in the file system dock and choose “edit dependencies”.
In the pop up box that shows up, click on the folder icon next to every asset that had a uid warning in your exported game (it won’t show up as an error in the dependencies box), navigate to the asset and relink it by selecting it, even though it looks like you are not changing anything. The act of reselecting the same asset generates a new uid in the tscn file. Then save the file, restart, and see if the export still has the warnings.