Comments (6)
@nUKEmAN4 Hi ! I guess this error is when you are compiling godot-cpp for Windows, right ? Is the git clone ended correctly ? Do you see godot-3.5/cpp
in the folder gdcef/thirdparty
? Probably for Windows you'll need admin root when starting the x64 Native Tools Command Prompt for VS 2022
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I managed to fix that error, it says compilation success open example in godot... and when I open I'm getting this error in godot:
E 0:00:00.373 init_library: does not have a library for the current platform.
<C++ Error> Condition "lib_path.length() == 0" is true.
<C++ Source> modules/gdnative/nativescript/nativescript.cpp:1479 @ init_library()
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@nUKEmAN4 sadly I do not have Windows for testing and I realized that my gdcef.gdnlib and gdcef.gdns did not refer to the .dll, I tried to fixed it on master but I cannot check my change. Also inside the Godot editor on the CEF node you can try to suppress and add back the libs/gdcef.gdns file I may have forget on one of my example to refresh the path. If not solved you can check if the path to the dll is correct.
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Sadly, still same error.
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@nUKEmAN4 Are you on the master ? Can you check the path of your build folder is gdcef/examples/build/ and check if the gdcef/examples/00/build is an alias to gdcef/examples/build/ and what do you see inside?
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@nUKEmAN4 feel free to open back the issue if needed
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Related Issues (20)
- Nonexistent function 'initialize' when running demos HOT 6
- Compile the add-on with Godot HOT 18
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