Comments (4)
I don't think a "Core API hash mismatch" in GDMono error would be related to Lua PluginScript.
Does this error occur only when the plugin is not installed? Maybe try removing the plugin and seeing if the error persists.
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The "Core API hash mismatch" error occurs only when I run Godot with the Lua PluginScript installed alongside the C# solution I've created. When I remove the plugin, the error does not occur.
from godot-lua-pluginscript.
Weird stuff, I was able to reproduce it here with Godot 3.5.3 C#.
There are some issues in the godotengine/godot with this error (like these ones), I guess registering a PluginScript (maybe it happens with any GDNative library? who knows) just changes the API hash and this warning is issued. I think there is nothing to be done in this repo, maybe not even in Godot itself.
As said in the following comment, there is most likely nothing to worry about: godotengine/godot#40527 (comment)
from godot-lua-pluginscript.
Thank you for checking into this. If this error doesn't affect my project in any way, I won't worry about it.
I appreciate your investigation.
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Related Issues (20)
- Array __newindex Setter Broken HOT 2
- 'self' argument not passed to GDScript automatically HOT 3
- Passing data between GD.yield() and resume() HOT 1
- Array:sort_custom Usage HOT 4
- Scripts Inherited By Scenes All Share Variables HOT 2
- Does this work with Godot 4 alpha / nightly? HOT 9
- key press or simulating keyboard HOT 5
- Scripts not reloading in editor HOT 3
- WebAssembly / HTML5 target HOT 3
- Reasoning behind not supporting multithreading in lua? HOT 3
- Runtime scripting HOT 4
- Do you know what the problem could be loading a multithreading library called effil? HOT 3
- cannot load this plugin due to "attempt to call a nil value" HOT 8
- load plugin first time has some errors. HOT 2
- "undefined symbol: lua_gettop" when attempting to load luasocket HOT 9
- `remote` keyword? HOT 1
- Get Lua script instances while unboxing Object Variants
- Plugin not working in Godot 4.0 HOT 2
- Unable to execute text from textEdit's text property with loadstring() HOT 1
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