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Godot 4.3 export freeze with godot-rapier in github actions. #286
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Locally what is the logs? Does it also hang locally? It fails at runtime? Or at build time? |
No, it does not hang locally in Windows. It only appears in GitHub actions with Godot 4.3. |
Strange. Not sure how to debug this. |
When you run a headless --import for the first time ther is this error. If you cancel it and run again it will work. But I'm not sure how to detect its hanging |
But this is only related to godot rapier plugin? If you can run locally and print a trace at a time and see what all threads are doing, idk. |
I was also having this issue - albeit using gitlab instead of github. After some experimentation I was able to get this to work by including Here is my
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Interesting. What does that file do, skip the import process? |
The The |
It's possible this is a godot bug then? Since both this addon and that one had this issue. You tried opening an issue on godot side also? |
I haven't put anything on the godot side - largely in terms of 'solving' the problem it's an issue with standard I've had issues ignored in the past with regards to git issues so I haven't been motivated to post again (although granted that issue was eventually resolved a few years later with changes to how the whole animation system works, although I think no-one went back to comment/close the issue...). I think for here now at least though perhaps it would be best to just put something in the readme for CI usage. Probably only need the |
I just started getting this issue after adding rapier to my project, had a Github action run for 6 hours while I was away, whoops ^^ For me it happens locally as well and I got the package through github so not sure the trick with extension file applies. |
Interesting. Can you say more about what pc specs, os, versions of stuff, etc. |
When this is implemented: #313 |
Sorry for the late reply, been away from the computer ^^ I'm on Windows 11 running a Ryzen 9 9900X, 64GB's of ram and a RX 7900 XTX. Like above it does always hang on "Initialize godot-rust", which is a step not present if I run it without godot-rapier in the project. |
I see, i'll check the godot source code see where that Initialize godot-rust happens. |
Sorry, forgot to answer about the debugger thing, tho it's probably not going to be easy if you don't know how to do it already. Also, if it hangs during release build, it won't give much info, so we would most likely need a debug build of both godot and rapier for this to work. Again tho, I would wait for this to become a module, and hoping this whole flow won't happen anymore(eg. registering of addon through dll) |
Describe the bug
Export freeze with godot-rapier in GitHub actions.
This issue only exists in Godot 4.3, it works fine with Godot 4.2.2.
To Reproduce
Expected behavior
Build successfully.
Environment:
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