-
-
Notifications
You must be signed in to change notification settings - Fork 21.1k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Parse Error: [ext_resource] referenced non-loaded resource when loading a specific scene #64330
Comments
Same behavior happens in all alpha versions back through to alpha 9, so it maybe that this is a blender issue, as I've gone through a few version updates in blender since then as well. Still investigating. |
I've removed everything from the blend file and replaced it with just a cube, and this issue still happens. There is also no difference in the .tscn file when it can be opened and when it can't. It's literally the same text:
|
Completely removed the .import and .godot folders, still same behavior. Not sure what I'm missing. |
Also, FYI, the same behavior happens when you reopen the editor. So the scene is fine until you restart the editor, then it's broken again. So re-saving the scene or reopening the editor breaks it, and reimporting the blend file fixes it. |
is related to #68661 |
I think I have the same error:
I have to attach the script at every startup manually, because it's detached. Hopefully this helps to resolve the problem. |
having same issue |
1 similar comment
having same issue |
Having the same issue here:
But, when checking git, I see no modification since my last commit. The only files that I don't track with git are *.import files and .godot/ files
If that can help. |
I have the exact same issue, for what it worth renaming the file to another name solved the issue. |
@Telsanyr I had a similar issue and solved by using .scn instead of .tscn. |
If renaming the file solves the problem, that would mean it's some sort of a cache problem... |
It happened to me today. I was feeling lazy to duplicate and rename things in the editor, so I opened the Does anyone else edit resources outside the editor like I do? This is very likely one of the issues I had fixed for C# scripts in the past. |
I encountered this problem today. I have a node to transfer a player when it is touched. This node has an exported variable to let me drag a scene file into the inspector. |
I add up to @njdf18 with a similar use case... (using Godot 4.2.1.stable) EDIT: |
As an update... it seems like the error has something to do with the fact of coding several references in different scripts that points to the same scene... As a workaround, having a singleton that contains the references work However, it stills feel like a quick workaround... the benefit of using |
Godot version
v4.0.alpha.mono.custom_build [67d4015]
System information
Ubuntu 22.04
Issue description
See the attached project for the scene in question. You get this error when trying to load it:
Steps to reproduce
Simply open the attached project. The default scene fails to load.
When you re-import the blend file referenced in the
SlidingDoor.tscn
file the scene will load fine, until you save the scene which breaks it again. You can keep going round and round like that.I believe it has something to do with this particular blend file, but I have yet to figure out what specifically is causing the issue. Also I had this issue on previous GD4 commits, but it went away and came back again, so I think a fix may have been reverted recently. If I find the commit where it broke, I'll update this issue.
Minimal reproduction project
Bug.zip
The text was updated successfully, but these errors were encountered: