I’m fairly new to Godot and encountering a small issue with the print() method not working while porting a project to the latest engine beta version.
To save you time and answer potential questions upfront:
The script is properly attached to a node.
The func _ready() method (where the print() statement is executed) is correctly declared and called.
I’ve set a breakpoint on the line following the print() call to confirm the method is being executed.
The "Toggle visibility of standard messages" option is enabled in the Output window.
I’m not one to waste anyone’s time, so I’ve tried everything I could think of before posting here.
Interestingly, I replicated the same setup in a new project using the same Godot version, and the print() method worked perfectly. This leads me to suspect I might have overlooked something specific in my project’s configuration.
Thank you in advance for your time and help! I appreciate any insights you can share. Have a great day!
Are you sure the thing you’re printing isn’t an empty string?
Edit: print() has some arguably bad behavior if it encounters a string it doesn’t like; it will just silently drop it. If you give it a format string and don’t supply the right number of arguments, for example, it will sometimes simply not print.
Yes, I made sure that print() had content inside it.
As I already mentioned, the "Toggle visibility of standard messages" option is enabled in the Output window.
After further research (and with help from the community ), I actually found that the standard output was completely disabled in the project settings, for some unknown reason.