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now you can click Enable correctly, and lua plugin works well.
I use windows 11.
first click "Enable" error log:
Godot Engine v3.5.1.stable.official (c) 2007-2022 Juan Linietsky, Ariel Manzur & Godot Contributors.
--- GDScript language server started ---
No loader found for resource: res://addons/godot-lua-pluginscript/plugin/lua_repl.lua.
No loader found for resource: res://addons/godot-lua-pluginscript/plugin/lua_repl.lua.
scene/resources/resource_format_text.cpp:157 - Couldn't load external resource: res://addons/godot-lua-pluginscript/plugin/lua_repl.lua
No loader found for resource: res://addons/godot-lua-pluginscript/plugin/export_plugin.lua.
res://addons/godot-lua-pluginscript/plugin/plugin.gd:33 - Parse Error: Can't preload resource at path: res://addons/godot-lua-pluginscript/plugin/export_plugin.lua
core/project_settings.cpp:239 - Property not found: editor_plugins/enabled
Have a different error when trying to enable the plugin. Also on windows 11 and using latest godot: v4.0.stable.official [92bee43ad]
--- Debug adapter server started ---
--- GDScript language server started ---
res://addons/godot-lua-pluginscript/plugin/plugin.gd:23 - Parse Error: Unexpected "Identifier" in class body.
Transient parent has another exclusive child.
So it does not recognize the word tool...
after refactoring it to @tool it is recognized and I get the same error as abovementioned. However it seems the plugin is not yet supported in Godot4 as it does not have GDNative anymore...
Hi @gemiware.
That's right, this plugin is Godot 3.X only, since it relies on GDNative + PluginScript.
It's gonna take almost a full rewrite to support Godot 4 + GDExtension, so it will most likely live as a separate project.
If you want to use Lua in Godot 4.X right now, WeaselGames/godot_luaAPI already has some support for that. It is not a "Lua as a scripting language that you can attach directly to Nodes" like Lua PluginScript is, but may be enough depending on your use case.
I use windows 11.
first click "Enable" error log:
Originally posted by @codewdy in #31 (comment)
The text was updated successfully, but these errors were encountered: