0 votes

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.
in Engine by (52 points)
edited by

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.

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

1 Answer

0 votes

Nothing else, just GLS2 to GLS3 sorry.

by (211 points)
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