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Sometimes this is just not possible because the errors are happening internally during the lifetime of the Object and not as a direct result of the developer's code. For the times where they can be caught (such as |
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Are you actually sure these are caused by script code? If they aren't caused by a call directly from scripting, like happening inside the engine instead, then they don't have a script line, so the first step here is to confirm that Generally errors caused by calls from gdscript are logged correctly, this would be easier to debug with: |
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I run into this problem constantly with my gdscripts, I can't tell you how many times I ended up with a largely unhelpful I can't recall the other errors I've seen off the top of my head but if I run into them again I'll make a note of it. At the end of the day, I as a dev don't care for the particulars of whether my scripts caused the error directly or indirectly. I expect the error to point at the line in my script that caused it either way. I understand it's non-trivial, but it's currently my biggest gripe with Godot and would be the main reason I'd end up switching back to Unity if I ever did. |
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One constant irritation working with Godot is the large number of error messages that indicate something going wrong in the C++ code and providing no indication which line in GDScript led to this happening.
I'm getting lots of error messages like
and
There is no other indication of what is causing these errors. My code base is pretty big now so I have little idea of where to look to start tracking these things down.
It would be really nice if the error reporting mechanism could indicate which GDScript line was the entry point which leads to these errors.
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