I’ve been working on a project for 2 years now. Running in the editor works fine, obviously. The standalone on my dev PC is also fine.
But if I take that build to my laptop, it fails to load. Specifically, a node is _Ready-ing and attempting to reference its child (that is part of its scene) which is somehow null on a different machine?
I have used debug statements to output the tree on both machines. The ‘normal’ tree is fine, but when I run it on a different machine, the tree is missing loads of nodes that should be there.
I’m truly mystified, I don’t even know where to start looking.
Hoping that someone can at least give me a pointer on how to get started.
I’d start by looking at the loads of nodes not appearing. Is it specific types of nodes? Which ones? Which ones are appearing?
If you’re missing visual-related nodes only, it could be your video card drivers.
If you’re missing custom nodes but not default Godot ones, it could be that your C# runtime on your Ubuntu box is missing or not up to date.
A common problem on Windows exports is that the Windows filesystem is case-insensitive. So if there are any filenames that have capital letters in them - those assets or nodes will not load in Windows. While Linux by default is case-sensitive for the filesystem, but you can set this at the drive level. (In other words, differently for each hard drive.) There is a small possibility that if your game is installed on a drive that is case-insensitive this is your problem.
It could be something else, but knowing what nodes are missing is going to be helpful. Are there any error messages you can share?
Both OP’s machines are Linux; as far as I’m aware, the AMD driver problem is Windows-only. My main Linux dev boxes are AMD, (both CPU and GPU), and I’ve never seen the AMD driver problem.