Godot not finding files in export

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:bust_in_silhouette: Asked By Nv7-GitHub

I have a project that works perfectly fine in the editor - I can press the play button and it works as I want it to. But when I export it for Mac (I don’t know if this happens on windows but I’m pretty sure it does), It doesn’t find a lot of resources.

Here is my FileSystem:
enter image description here

But, when I exported to Mac, the app opened for a couple of seconds, and then quit. Here is the output:

Godot Engine v3.2.3.stable.official - https://godotengine.org
OpenGL ES 3.0 Renderer: Intel Iris Pro OpenGL Engine
 
Registered camera FaceTime HD Camera with id 1 position 0 at index 0
ERROR: load_interactive: Cannot open file 'res://Assets/roboto.tres'.
   At: scene/resources/resource_format_text.cpp:1228.
ERROR: _load: Failed loading resource: res://Assets/roboto.tres. Make sure resources have been imported by opening the project in the editor at least once.
   At: core/io/resource_loader.cpp:279.
SCRIPT ERROR: GDScript::load_byte_code: Parse Error: Can't preload resource at path: res://Assets/roboto.tres
   At: res://Scripts/Custom.gdc:9.
ERROR: load_byte_code: Method failed. Returning: ERR_PARSE_ERROR
   At: modules/gdscript/gdscript.cpp:801.
ERROR: load: Cannot load byte code from file 'res://Scripts/Custom.gdc'.
   At: modules/gdscript/gdscript.cpp:2282.
ERROR: _load: Failed loading resource: res://Scripts/Custom.gdc. Make sure resources have been imported by opening the project in the editor at least once.
   At: core/io/resource_loader.cpp:279.
ERROR: poll: res://Custom.tscn:6 - Parse Error: [ext_resource] referenced nonexistent resource at: res://Scripts/Custom.gd
   At: scene/resources/resource_format_text.cpp:440.
ERROR: load: Failed to load resource 'res://Custom.tscn'.
   At: core/io/resource_loader.cpp:208.
ERROR: _load: Failed loading resource: res://Custom.tscn. Make sure resources have been imported by opening the project in the editor at least once.
   At: core/io/resource_loader.cpp:279.
SCRIPT ERROR: GDScript::load_byte_code: Parse Error: Can't preload resource at path: res://Custom.tscn
   At: res://Scripts/Menu.gdc:8.
ERROR: load_byte_code: Method failed. Returning: ERR_PARSE_ERROR
   At: modules/gdscript/gdscript.cpp:801.
ERROR: load: Cannot load byte code from file 'res://Scripts/Menu.gdc'.
   At: modules/gdscript/gdscript.cpp:2282.
ERROR: _load: Failed loading resource: res://Scripts/Menu.gdc. Make sure resources have been imported by opening the project in the editor at least once.
   At: core/io/resource_loader.cpp:279.
ERROR: poll: res://Menu.tscn:4 - Parse Error: [ext_resource] referenced nonexistent resource at: res://Scripts/Menu.gd
   At: scene/resources/resource_format_text.cpp:440.
ERROR: load: Failed to load resource 'res://Menu.tscn'.
   At: core/io/resource_loader.cpp:208.
ERROR: _load: Failed loading resource: res://Menu.tscn. Make sure resources have been imported by opening the project in the editor at least once.
   At: core/io/resource_loader.cpp:279.
ERROR: start: Failed loading scene: res://Menu.tscn
   At: main/main.cpp:1944.
ERROR: ~List: Condition "_first != __null" is true.
   At: ./core/self_list.h:112.
ERROR: ~List: Condition "_first != __null" is true.
   At: ./core/self_list.h:112.
WARNING: cleanup: ObjectDB instances leaked at exit (run with --verbose for details).
   At: core/object.cpp:2135.
ERROR: clear: Resources still in use at exit (run with --verbose for details).
   At: core/resource.cpp:477.

Hello,
Same for me…
Everything was working good but suddenly : ERROR: load: Failed to load resource

Using Xcode 12.0 and Godot 3.2.3 (same with 3.2.2)
Perhaps du to Xcode…

I found the pb.
I was in GLES2 and it seams that it cause pb with iOS export.
With GLES3 no Failed loading resource pb.

PEIGNAULT Laurent | 2020-10-02 15:57

Mine doesn’t work with both GLES2 and GLES3, did you change anything else?

Nv7-GitHub | 2020-10-02 17:32

:bust_in_silhouette: Reply From: PEIGNAULT Laurent

Nothing else, just GLS2 to GLS3 sorry.