phantom-camera
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Addon issue with Godot Compatibility Rendering Mode on Mac
Issue description
Note that this bug only happens on the Compatibility mode for some reason, Forward+ works absolutely fine.
You'd immediately see these errors after installing. Trying to enable the plugin would result in this error. Failed to load script ... with error "Parse error".
I tried fixing plugin.gd by fixing these individual errors, by reimporting the svg, png, and ttf assets manually. This will fix the 2D examples, I think. But the 3D scenes will still not be openable.
If I try to open the 3D scenes I'll get stuck at this error, I can't seem to fix it even if I try reimporting the png. I even tried resaving the png but still no luck. CheckerPatternDark.png
.
I'm using the v0.6.2.1 version of the package, Godot 4.2.1 Universal Build, in MacOS Sonoma 14.2.1, M1 Pro Macbook Pro 2021. While this is likely an engine issue at the end of the day, I think the addon could still try to find a workaround since usually Compatibility projects do not break in this way.
Thank you!
Steps to reproduce
- Create a blank Godot project.
- Import the phantom_camera addon.
- Change the rendering mode to Compatibility.
This also works the other way, if you start in Compatibility mode then change to Forward mode, then it'll work.
(Optional) Minimal reproduction project
No response
Apologies, I think this is probably an issue with Godot's compatibility renderer on macOS.
https://github.com/godotengine/godot/issues/75114
For users experiencing the same problem, a workaround is to temporarily switch to the Forward+ renderer, then manually clear the albedo texture for the Floor scene and the CSG boxes.
I think converting the CheckerPatternDark.png
into a jpg
and updating all references to it would solve the issue. jpg
seems less likely to cause issues.
Thanks for the thorough report! Did a few tests for this.
It appears to indeed only be a Mac issue when running in Compatability
mode, which is very odd.
It does seem odd that changing the image type to .jpg
solves the issue. You mention that it “seems less likely to cause issues”, beyond the .svg
import issues, do you still see errors following that?
Hi @ramokz! Thanks for looking into this. The .svg
thing might be a red herring in retrospect, maybe the .png
file failing to import was causing problems with the rest of the assets.
I didn't see any more major issues after fixing the CheckerPatternDark.png, besides a very strange annoyance where Godot keeps reimporting the file for some reason.
I hope your commit here would solve it, though!