Elektrine lite

← Feed

@renardboy@mastodon.social

Post #1852017

2026-02-24 05:25 UTC

@uberduck Hey, haven't got to touching Steam yet cause I'm not that far along yet but I've been doing a godot project in c# and using gitlab for source control so maybe I can help? What happens when you try to run your builds?

Replies (1)

  • @uberduck@hachyderm.io 2026-02-24 07:43

    @renardboy In a nutshell, headless debug build works just fine. Headless release build ends up disconnecting a bunch of signals and throwing things like ERROR: Failed to create an autoload, script 'res://lib/GlobalVars.cs' is not compiling. at: _create_autoload (editor/settings/editor_autoload_settings.cpp:409) Current workflow is: godot --headless --import dotnet restore dotnet build game.csproj -c Release --self-contained true godot --headless --editor --quit <-- errors like above for each autoload class verify that .godot/global_script_class_cache.cfg has more than 8 bytes in it or error out <-- this is where I get stuck godot --headless --export-release Linux/X11 ./export/linux/game.x86_64 I've found many contradicting things on the web about the right way to do this. I had it working once, but I think that was due to some weird caching stuff that was way more brittle than I'm comfortable with.

    Open ##1852018