Comments (2)
I found the cause. It happens when an autoload is deleted at startup like this:
var _free_on_start = true
func _enter_tree() -> void:
if _free_on_start:
queue_free()
Godot adds the autoload to the script server globals at startup but when the debugger checks these globals, the autoload object is invalid.
Lines 3605 to 3614 in 705b7a0
godot/modules/gdscript/gdscript_editor.cpp
Lines 404 to 409 in 705b7a0
from godot.
You shouldn't delete autoloads, as documented
from godot.
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