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C# Scripting No longer Working in Native App After Compiling From Source. #16911

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hasahmed opened this issue Feb 22, 2018 · 4 comments
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@hasahmed
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Godot version:

Hash of compiled version: e3be5bb
Official Downloaded .App version: 3.0

OS/device including version:

OSX High Sierra
Graphics: Intel HD Graphics 4000 1536 MB

mono --version output:
Mono JIT compiler version 5.4.1.7 (2017-06/e66d9abbb27 Wed Oct 25 12:10:41 EDT 2017)
Copyright (C) 2002-2014 Novell, Inc, Xamarin Inc and Contributors. www.mono-project.com
TLS: normal
SIGSEGV: altstack
Notification: kqueue
Architecture: amd64
Disabled: none
Misc: softdebug
LLVM: yes(3.6.0svn-mono-master/8b1520c8aae)
GC: sgen (concurrent by default)

Issue description:

I already had Godot 3.0 with mono as the native osx app installed on my computer, then I cloned the godot git repo and compiled with C# as described in this tutorial . Everything worked with compiled-from-source version just find, but then when I tried to run the Godot app that I had installed previously C# scripts no longer ran. The debugger Error log listed System.MissingMethodException as well as System.NullReferenceException.

Steps to reproduce:
Download Godot 3.0 with Mono on MacOs High Sierra.
Clone godot from git. Compile project with mono.
Run the freshly compiled executable.
Attempt to run the original .app.

Minimal reproduction project:

@akien-mga
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You mean that you compiled your project solution in 3.1-dev, and then tried to load it again in 3.0-stable? If so that's normal, 3.1-dev has new features which are not backwards-compatible.

@akien-mga
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You mean that you compiled your project solution in 3.1-dev, and then tried to load it again in 3.0-stable? If so that's normal, 3.1-dev has new features which are not backwards-compatible.

You can delete your .mono folder and compile anew in 3.0-stable.

@hasahmed
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@akien-mga That solved the issue. Thanks.

@mhilbrunner
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Closing as it is solved.

@akien-mga akien-mga added this to the 3.0 milestone Apr 5, 2018
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