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Description
Technical Summary:
The game fails to boot in the browser due to a GDScript compilation error in input_remap_button.gd at line 121. The compiler cannot resolve the member settings. This suggests a regression from PR #431 where the reference to the settings provider was either renamed, moved, or the Autoload was not properly updated to reflect the new Resource-based architecture.
Godot Version: (e.g., 4.5 stable)
OS: (e.g., Windows 10 64-bit)
Game Version: v0.9.3
Steps to Reproduce:
- Start the game.
- Check browser console.
- Start the game
- Open "Key Mapping Options"
- Select "Keyboard"
- Verify "menu next" and "menu prev" values
Expected Behavior:
- No console errors.
- "menu next":
TABand "menu prev":SHIFT+TAB
Actual Behavior:
- SCRIPT ERROR: Parse Error: Could not resolve external class member "settings".
at: GDScript::reload (res://scripts/input_remap_button.gd:121) Unboundvalues for "menu next" and "menu prev"
Screenshots (if "menu next" and "menu prev" applicable):
Additional Context:
What happened:
In input_remap_button.gd at line 121, you are trying to access a property or variable named settings on another object/class, and Godot can't find it. Because input_remap_button.gd failed to compile, it triggered a chain reaction:
- key_mapping.gd failed to compile (because it depends on the button script).
- The ResourceLoader failed to instantiate classes (the Cannot get class '' error).
How to fix:
- Open res://scripts/input_remap_button.gd.
- Go to line 121.
- Check how you are referencing settings.
- If settings is supposed to be a Singleton (Autoload), ensure it is still named "settings" in your Project Settings -> Autoload tab.
*If you are accessing it via a variable (e.g., some_object.settings), ensure that some_object is properly typed and that the settings member actually exists in that class.
- If settings is supposed to be a Singleton (Autoload), ensure it is still named "settings" in your Project Settings -> Autoload tab.
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