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C# Editor Script Activation Issue: "Possible Cyclic Resource Inclusion" Error #84878
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In your screenshot you seem to have left the With the There's a PR (#83578) that disables the |
Dear Godot Community and @raulsntos thank you for your explanation. I'd like to suggest improvements for handling C# plugins in Godot, focusing on the activation process and error messaging. Current Issue: Proposals:
Benefits: Thanks for considering these suggestions. Best, |
I'd recommend changing the "Activate Now" button so it's grayed out if c# is selected and add a label saying the plugin requires manual compilation for c#. There are other cyclic bugs with c# plugin in Godot. For example, the following example produces the bug if you try to make any changes without closing VS.code, closing Godot, re-opening Godot, re-compiling the plugin with the plugin disabled, and then enabling the plugin.. #if TOOLS [Tool]
} |
Godot version
4.1.1.stable.mono
System information
Windows 11 Godot4.1.1.stable Forward+
Issue description
Issue description:
When trying to activate a C# editor script in my Godot project, I encounter an error stating:
This issue only arises with C# editor scripts; GDScript-based plugins function as expected. This problem occurs in a new project where C# is otherwise working correctly.
Steps to reproduce
Steps to reproduce:
3.Click on "Plugins > Create New Plugin"
Minimal reproduction project
Minimal reproduction project:
MinimalProject.zip
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