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Godot v4.2.1.stable (b09f793) - Manjaro Linux #1 SMP PREEMPT_DYNAMIC Mon Dec 18 03:57:17 UTC 2023 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Laptop GPU () - Intel(R) Core(TM) i9-10980HK CPU @ 2.40GHz (16 Threads)
Issue description
In a scene you can make a built-in script, as opposed to an external .gd file. This works.
But let's say we have a custom resource with a Script field, and we do the same thing, so click on the field -> New GDScript, then we can't save. Or more precisely, we can save once, but all subsequent saves won't work.
In the editor it looks like it works, but if you launch the game / restart the editor, you can see the script wasn't saved.
You can also check the .tres file in an external text editor, and see that nothing is being saved.
This is because the script has internal path that doesn't belong to a scene. It applies to all resources.
As a workaround, you can save the parent Resource.
Tested versions
System information
Godot v4.2.1.stable (b09f793) - Manjaro Linux #1 SMP PREEMPT_DYNAMIC Mon Dec 18 03:57:17 UTC 2023 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Laptop GPU () - Intel(R) Core(TM) i9-10980HK CPU @ 2.40GHz (16 Threads)
Issue description
In a scene you can make a built-in script, as opposed to an external .gd file. This works.
But let's say we have a custom resource with a Script field, and we do the same thing, so click on the field -> New GDScript, then we can't save. Or more precisely, we can save once, but all subsequent saves won't work.
In the editor it looks like it works, but if you launch the game / restart the editor, you can see the script wasn't saved.
You can also check the .tres file in an external text editor, and see that nothing is being saved.
Seems related to #80060
Steps to reproduce
some_script
field to a New GDScriptMinimal reproduction project (MRP)
cant-save-builtin-script-in-resource.zip
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