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editor/editor_node.cpp:5268 - An EditorPlugin build callback failed #35897
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I'm pretty sure .sln files are visual studio files, so they shouldn't be generated on linux, same with .csproj and the Properties folder. |
Workaround didn't work on the project somebody shared with me, only in the mvce :/ |
I have the same issue on OSX. |
So I did some diggin and after some time I found a way to fix it! So to fix the problem I looked at the error message and the solution is to download the .NET FRAMEWORK develeper pack for version 4.7. |
Had this problem after installing mono-devel from Ubuntu reps, solved it by installing Mono using this guide: |
Installing mono with apt-get mono-devel solved my issue. The ideal solution would be to add a check for this dependency and switch to a specific error message that links to any of the following: Linux: https://www.mono-project.com/download/stable/ I'd suggest bundling the dependency, but I assume there was a conscious decision not to do so, and I can image sane reasons to do so. |
Same issue here, using Windows 10. |
Same issue on macOS Catalina. |
Changing build to Mono under Editor => Editor Settings => Mono => Builds worked for me on Windows 10 since i have Mono installed |
Works for me too, thanks! |
Same problem here on Ubuntu 19.10
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Turns out while I had The project can now build |
We should find a way to display a warning on startup if the Mono version detected doesn't match the one required by Godot. |
It would be nice to implement this as a secondary line of defense. But the main solution would be to install mono in the main install procedure, so in linux it would be marked as a dependency in the .deb package. |
Officially distributed Godot doesn't require a specific mono version. It only needs msbuild 15.0 or greater which is included with mono-complete for mono 5.x. |
Update: Original message: Error in the build tab: Looks like I was previously using Godot's |
I had this same issue on windows 10. Solved by installing .NET Framework Developer Pack from https://dotnet.microsoft.com/download/dotnet-framework and then editing the |
Same on Ubuntu 20.04 Worked in a new empty project when I managed to remove the .sln project but in my real project the .sln file is recreated every time before build editor/editor_node.cpp:5268 - An EditorPlugin build callback failed. Godot 3.2.1.stable.mono |
@akibabu Any error on the build issues panel or the msbuild log? If not any errors in the terminal if you run Godot from there? |
This issue hit me again. For existing and new projects and I have no idea what changed.
xbuild output:
Every time I try to build in Godot it generates the .sln file.
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I had to completely purge and re-install mono
That fixed it. |
On Windows, with Editor Setting->Mono->Builds->Print Build Output switched on, I get the following error messages in the console:
So it's correctly detecting that it can't find the msbuild file, but the error message is misleading. |
After installing the latest Stable Mono release v 6.8.0 I get the following error messages at the console:
So installing the Mono SDK is not a sufficient prerequisite. |
Yes, the .NET Framework 4.7 should be installed manually from Windows Update. Godot 3.2.2 fixes that as it will retrieve the necessary framework version automatically. |
As far as I can tell the .NET Framework is not upgraded via Windows Update. It needs to be downloaded and installed separately.
Unfortunately I can't test it properly with 3.2.2 beta 4, because of #39432. However, in addition to the errors reported in #39432, I get the related error (or it's completely separate, but without a stacktrace :-/) when trying to build the project:
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So, I was having this issue on a Linux based OS and the error message wasn't really all that helpful; all it gave me was: I tried running the engine from a console as suggested in the docs somewhere, and: Would it be possible to have a more informative error message in case of a missing bin/exec dependency? |
It seems we're only displaying that error in stdout and not in the Godot editor. Is that all this issue is about or is there some other problem we need to tackle? |
Displaying the error in the editor would be useful indeed, but I think we should make sure that it's not just in the debugger as a "Too Long; Didn't Read" verbose error, but actually shows a dialog box with the English error description, e.g. when .NETFramework v4.7 is missing: "The reference assemblies for .NETFramework,Version=v4.7 were not found. To resolve this, install the Developer Pack (SDK/Targeting Pack) for this framework version or retarget your application. You can download .NET Framework Developer Packs at https://aka.ms/msbuild/developerpacks" |
The
So just updating the current error message is not enough. Also, if the required Microsoft .NET Framework targeting pack cannot be included with Godot, this should also be stated as a requirement on the web download page for the Mono version in addition to MSBuild. |
@akien-mga I meant the |
It's worth point out though that when installing the VS Build Tools the NuGet Package mangager is also installed. The Mono MSBuild tools don't include the NuGet Package manager; so it still fails with:
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Personally, I think neither having the information on a mouse hover tooltip nor relying on console output makes for a good solution. Having something more informative, preferably on the Output tab or a pop up, would be reasonably better, making it easier to any newcomers who just downloaded the engine for the first time and it simply does't work out of the box. I guess this kind of hiccup that mostly affects first time users are the ones that should have the most informative, clear and accessible error messages. |
I'm confused with this issue, there seem to be various different problems here. The nuget related issues may be fixed by #41408. I agree about the usability improvements that need to be made regarding MSBuild output and errors, although it probably should be a separate issue. |
As op and many others posted, installing the build tools fixed the problem for them, so, yes, this is about missing dependencies. Still, I'd say the real issue stems from how hard it is to diagnose this, not necessarily from the missing deps themselves. My bet is this issue wouldn't even have been created if there was a clear error pop up. |
For windows; install .Net core sdk(64bits), install mono(64bits), install c# plugin and godot tools on vscode, make sure it's checked as global mono as always on vscode c# plugin settings. Add mono/bin folder to environment variables. Create a project, Go to godot -> go to editor settings -> go to Mono -> set external editor as vs code, go to Builds under mono, set DOTNET CLI. Click on script(close the godot editor after script opens), it will open up the script but then bring command palette(CTRL+SHIFT+P) and > Godot tools open workspace with Godot editor. Select godot.exe here. Then you are done! Autocomplete and build works out of the box now For linux, macos bla bla UNIX systems; install .Net code sdk(64bits), install mono(64bits), install c# plugin on vscode, make sure it's checked as global mono as always on vscode c# plugin settings. Create a project, Go to godot -> go to editor settings -> go to Mono -> set external editor as vs code, go to Builds under mono, set MONO SDK. Click on script. Then you are done! Autocomplete and build works out of the box now Don't ask me why it doesn't work with mono build on windows in 1st option, it is .Net framework target sdk version error. |
Same issue in Manjaro Linux. Installing the mono-msbuild package from the repository seems to solve this issue, but the project I am trying to get to work still fails with other errors, so not sure if that totally fixes this. |
I can get the projects to build with msbuild but I cant build and export my godot projects on ubuntu...
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You need to install .NET Core 3.1 SDK see here #38167 |
I works for a while during experimenting and than i run into same error. Godot Engine v3.3.3.stable.mono.official.b973f997f using a cmd script on Windows
after enabling
This error was very strange, after around 1h i was not able to fix! After open a new terminal the error is goneIt seams to by a caching problem? |
The problem is fixed after setting Build Tool to dotnet CLI in Godot's Editor Settings. |
Worked for me too; using Godot 3.4 on Ubuntu 20.04 |
This sporadically happened to me whilst working on a mono project. Reopening the project in Godot fixed it for me. |
Solution which worked for two friends using macOS: Install Homebrew Install the .NET SDK using Homebrew https://formulae.brew.sh/cask/dotnet-sdk Make sure that the Build Tool in Godot Editor > Editor Settings > Mono > Builds is set to dotnet CLI. Confirmed to work on x64 and arm64 with Godot 3.5.1.stable.mono |
Godot version: 3.2 mono
OS/device including version: Ubuntu 18.04
Issue description: Projects fail to run, error message is editor/editor_node.cpp:5268 - An EditorPlugin build callback failed. This happened on an imported project, and later happened in a blank project as well. On the blank project, I can run it once, then the bug appears. Deleting the .sln file seems to fix the problem, restoring it causes the error to pop up again.
Steps to reproduce: Do not know.
Minimal reproduction project: https://github.com/TZubiri/godot-mcve-bug
Related issues: #23562 #29232
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