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TextureArray reported as null in the debugger, when it isn't #38965

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Zylann opened this issue May 22, 2020 · 5 comments
Closed

TextureArray reported as null in the debugger, when it isn't #38965

Zylann opened this issue May 22, 2020 · 5 comments

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@Zylann
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Zylann commented May 22, 2020

Godot 3.2.1

I have a TextureArray resource in my project (atlas image imported as TextureArray). I want to load it with load in GDScript, but no matter what I try, it always reports as null in the debugger. But if I print it, I get [TextureArray:1171].

Test project:
LoadTextureArray.zip
Put a breakpoint at the print statement in main.gd, and start the scene.

@Zylann Zylann changed the title TextureArray magically becomes null TextureArray reported as null in the debugger, when it isn't May 22, 2020
@rileylyman
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Deleting the .import folder within your project files fixed the problem for me.

@rileylyman
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@Zylann Does deleting the folder yield any results?

@Zylann
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Zylann commented May 29, 2020

@rileylyman that's one way of getting rid of #38870, since Godot holds a lock on the file in .import basically. For some reason it does that and never releases it as soon as it loads the resource... but I didnt try with the debugger.

@baptr
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baptr commented Mar 1, 2023

I'm guessing this is a dupe with #36801 - variables greater than 1MiB in size are hidden by the debugger.

@Calinou
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Calinou commented Mar 1, 2023

Duplicate of #36801.

@Calinou Calinou closed this as not planned Won't fix, can't repro, duplicate, stale Mar 1, 2023
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