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Game process STDOUT is not captured and printed properly on Godot console #78114
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STDOUT from where? From raw C++ calls? |
Each process has a STDOUT, normally when Godot editors fork a new process, it has its own STDOUT, so it must be captured by the Godot editor process and print on editor console. Things that are printed with GDScript's |
Sounds like something that was fixed by #77080 |
This is not fixed in 4.2.2. A simple test in a C#-enabled project is to put the following code somewhere it'll get hit:
I run the game in the editor, I do not see Note that |
I found this confusing too, though I found the following workarounds.
This will log both Godot output and your thread's stdout/stderr to the console. It's not as ideal as seeing everything in the editor's actual console, but it's much better than nothing! Note also that you may want to use the
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Godot version
v4.0.3.stable.mono.official [5222a99]
System information
macOS 13.4 Ventura
Issue description
Hi,
When Godot 4 editor spawns the game process, the STDOUT of it is not captured and printed on editor console by Godot process.
We need this feature because we don't even have debugging support for threads and at least we could see error messages if we had this feature.
Steps to reproduce
This is a very important need when you do multi-threading...
For example:
Minimal reproduction project
Meow
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