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Nested Exported Resource requires experimental-threads
feature
#610
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So I've just tested it using debug build of Godot to get better backtrace. In 4.2.1:
In 4.3 dev it didn't happen, though. |
5 tasks
I can confirm this still happens with nested cutom resources in godot 4.3. After compiling fine Godot just closes after selecting the resource on a node |
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The issue was originally posted in the discord thread and some initial testing was executed. Below I will share the original question and initiali findings. Issue is similiar to #597 as it invokes the same multithreading problem with
Resource
handling of Godot, but contrary to the former, there is no customResourceFormatLoader
there, only customResource
(so it is saved as.tres
and.res
formats) - for this reason, I believe it is worthy to have this as a separate Issue here.Example and initial data:
Above code panicked with stack trace:
With error message introduced in #581
Removing the
#[export]
annotation fromParentResource::sub_resource
field stop the error from happening, but also removes the possibility of assigningSubResource
in the Godot Editor AND saving theParentResource
withSubResource
data, either as Bundled or External Resource.Initial hypothesis and findings
My initial hypothesis was that the user code was in some way callled by Godot Editor, similiar to mentioned
ResourceFormatLoader
issue. To check it, the simple thread printing function was added toinit
function of all structs:The thread number that were always printed was
1
though, contrary to mentioned issue, so it seems that the secondary thread was used within no user defined code (at least not explicitly).Additionally, the same nested export situation was tested with
Node
-inheriting classes instead ofResource
. Panic wasn't happening, so it should be specific to Resources.The text was updated successfully, but these errors were encountered: