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When the project is exported into a playable .exe, Items cannot be added to the inventory, and all that exists within is a copy of the first generic item in the items json file. When the project is exported as a debug build, this does not happen. Debug Build
Items working normally, items can be added to the inventory and appear as they should. Release Build
As you can see, the inventory no longer works in the release version. All items are replaced with the first item in the json file.
On top of this, actions such as item_drop do not work either.
The text was updated successfully, but these errors were encountered:
Karbonicc
changed the title
Gloot behaving differently in Exported Build compared to in-Engine Testing
Gloot behaving differently in Debug Build compared to Final Build
Oct 2, 2024
Hmmm...I gave it a quick try and exported one of the example scenes but I couldn't notice any of the features being broken.
Any chance you could put together a simple project/scene that demonstrates the issue?
i also have the same issue but later i found that i copy the absolute path and now i change it to its path in godot res, i think he copy the absolute path not path only so the image did not find it and make the icon to defeault.
Hello,
I'm running into an issue with Gloot.
When the project is exported into a playable .exe, Items cannot be added to the inventory, and all that exists within is a copy of the first generic item in the items json file. When the project is exported as a debug build, this does not happen.
Debug Build
Items working normally, items can be added to the inventory and appear as they should.
Release Build
As you can see, the inventory no longer works in the release version. All items are replaced with the first item in the json file.
On top of this, actions such as item_drop do not work either.
The text was updated successfully, but these errors were encountered: