Comments (2)
This is essentially a duplicate of:
from godot.
It looks like ClassDB can't find the method with the provided hash.
When the ResourceLoader::load_threaded_get_status
method is bound, the computed hash is 4137685479
. This is the same hash that C# is using to retrieve the method. However, when C# tries to retrieve this method the computed hash is 1185939122
, so it doesn't match.
Why is the computed hash different? The default value for the progress
argument is an empty array ([]
), but when C# tries to retrieve this method, the default value was a non-empty array ([1]
).
Line 127 in 96a386f
It looks like when the argument is not provided, the method modifies the default array:
Lines 55 to 61 in 96a386f
In your workaround, since C# retrieves the method before it's called (and thus before the default array is modified), ClassDB is able to find the method and C# caches it.
Another way to workaround this would be to provide a value for the progress
argument:
diff --git a/ThreadedLoadFromGDScript.gd b/ThreadedLoadFromGDScript.gd
index 8fc1c1c..094927c 100644
--- a/ThreadedLoadFromGDScript.gd
+++ b/ThreadedLoadFromGDScript.gd
@@ -17,7 +17,7 @@ func _process(delta):
_threaded_process()
func _threaded_process():
- var load_status = ResourceLoader.load_threaded_get_status(scene_path)
+ var load_status = ResourceLoader.load_threaded_get_status(scene_path, [])
if load_status == ResourceLoader.THREAD_LOAD_LOADED:
var node = ResourceLoader.load_threaded_get(scene_path).instantiate()
add_child(node)
from godot.
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from godot.