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SubViewport texture on mesh doesn't show on exported build unless render target set to update always #86258
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Have a reliable replication of this issue. The error doesn't stop it running perfectly in debug mode, but you get the error every time you open the scene. Only workaround is to remove the ViewportTexture from the object. |
Your exports don't run? I haven't had that problem, although some folks had issues with my Linux builds and this error appears on every, single, log so maybe it is causing some issues with running builds. |
No, it was my mistake - I'm still getting the hang of version control and I'd made another change that was breaking exports but not debug runs. Unrelated. :) |
The error message is a separate known issue if it appears during scene instantiation. During the instantiation of a scene, the instantiation of resources occurs before the instantiation of nodes. This may cause problems setting up resources with godot/scene/resources/material.cpp Lines 1936 to 1939 in 0bcc0e9
Usually occurs when Pointing out the exported target platform will help locate another issue. |
I struggled with this for a long time until I realized that |
Tested versions
4.2.1
System information
Windows 10, Vulkan, RTX 3060
Issue description
SubViewport render textures give the error in editor:
but display correctly in-game when run from the editor. Exported builds, however, totally break and just show black textures unless the render mode is set to Always.
#55471 addressed it, but was closed. It is still an issue, but hopefully these steps are useful enough to reproduce.
Steps to reproduce
Minimal reproduction project (MRP)
N/A as this is a popular enough bug without needing me to make an example.
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