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ERROR: Parent node is busy setting up children, add_child()
failed. Consider using add_child.call_deferred(child)
instead.
#77095
Comments
A new update about this bug: IT IS HAPPENING EVEN IN NEW UNTOUCHED PROJECTS!!!! |
Since update to 4.03 stable, I am getting it as well. It is happening now; where previously, it never happened. I am calling 2 functions that instantiate objects preloaded in another script that is autoloaded. Edit: I had a theory and tested it. It turns out there was still overlap going on. The overlap is that one of the Area3D's wass trying to manipulate an object that already was freed (or about to be); or in reverse, where a object in the process of making stuff was then given another command to be freed. The solution was to cancel the functions if both functions returned the same object.
I get 2 errors, the fail on the creating of child object, but also on setting its position
What's strange about this, that I get no errors during the event, until the event finishes. I even see the effects of the shattering and floating scores. The even is a visual effect that uses a AnimationPlayer to animate 2 CollisionShape3D's parameters, so it grows and covers an area. 1 of them is disabled until it reaches 30m in diameter, then switches on. This is necessary so the 2 Area3D's don't call the brick functions twice. |
I think I discovered what is happening, it is probably a cache conflict. |
Can you attach some minimal reproduction project? |
Actually, yes, can send you the archives. Not just that but I discovered that if I delete all the cache from the engine folder, not just the project folder, the bug will be correct at all. I will send here 2 zip files, one is my old cache from my engine. I believe if you put it in your cache folder, the bug will come back. |
Well, I don't see this bug. Although I didn't download the 2GB file .-. |
Well, I don't know what to think about it then. I'll try to list the events in order so we can try to find a pattern: -This bug just appeared on my Godot 4.0.3 engine without any reason and stayed there even I start a new project. I turn on the engine and there it is, crashing the program when I try to access the editor or the export window. As I said, I am not a programmer engineer, so I am not able to go much further as this in what could be happening. The only thing I know is that, if the cache is not what is causing the bug, at least the reason is being stored there from time to time. Maybe is a thing that is happening due to my PC configurations? -I9 12900HX Hope it helps to solve it. :/ |
Wait, so you are getting this error in the editor? |
I apologize for the delay in response. |
I can confirm exactly everything you say about this error, the same thing just happened to me. I changed, deleted and created a new project, this error still appears. I even tried several versions of Godot 4x and the same thing happens in all of them. The physics are broken or do not work correctly. I was trying to create a pixel art platform game in the latest version of Godot: 4.1.1 |
Can you confirm if you were able to solve the problem with the solution I found? |
Hey, sorry again for the delay, for some reason I wasn't notified of your answer. |
So, after all this time, I discovered something that can be interesting for all this situation. |
This is still an issue in 4.2. I have "Save on focus loss" enabled + I switch between two open editors (different projects). It's a bit unclear when exactly the error is triggered, but focus loss would be my best bet. EDIT: disabling "Save on focus loss" seems to fix the issue |
I noticed that problem on Godot 3.5.2 stable |
Exact. It's what worked for me 👌 |
Still present in 4.2.1. MRP attached, Just focus/unfocus the Godot window and it is logged. Error only happens when "interface/editor/save_on_focus_loss" is enabled. |
Seems like I eventually managed to fix the error, but |
I noticed this happens only on Windows platforms, I work on the same project on both linux(ubuntu) and a windows setup, windows exhibits this behavior, linux doesn't. |
It seems like a file locking issue |
Started happening with my Godot as well in new projects with 0 changes in them. |
I can also confirm this is happening in 4.2.1 when auto save on focus loss is enabled. Once it is disabled. the error disappears. I made numerous changes to my project trying to figure it out, only to find it's an editor bug. I am on Windows 10. |
I can confirm this issue happens even when I do not enable 'save on focus'. Win10, Godot v4.2.1.stable.official [b09f793] |
I started getting this error in
I do not have This error appears in editor on load and also in release build. I have not been able to pin point at which stage this error started appearing and to which code change it relates to. I might add more info later. It would be useful in the mean time if the error message can give more context, as what have caused it. |
For me, this has been happening for the last few 4.3 dev versions. It seems to only happen once on project open, but it may have happened once or twice after that. I'm running
|
I am not getting this error any more on |
The issue with "Save on Focus Loss" is a duplicate of #73765 and has just been fixed (for 4.3.beta1, should still be reproducible in 4.3.dev6). Then it sounds some users had another recent issue without "Save on Focus Loss" in 4.3.dev5, which appears to be fixed in 4.3.dev6. So this can be closed IMO. |
Actually, I'm still getting the error on 4.3.dev6.mono, every time I open a project. |
Yes it's been solved after dev6, see #77095 (comment), unless you mean the case without "Save on Focus Loss", which should be fixed there too |
Hello!
I'm making a game at Godot that plays with first-person Parkour mechanics and somehow, shortly after I messed with the resolution settings of my project, this bug started showing up in my project both in the console and in Debugger.
The biggest problem with this bug is that it doesn't allow me to open my Project Settings. Every time I try, the engine crashes.
I first reported it on the Godot Facebook group, but nobody found the problem. Some users pointed out the possibility of some plugin causing this problem, but the only plugin I'm using is a Kanban plugin that I've had since the beginning of the project it didn't give problems before and the problem doesn't go away after I delete it.
I haven't found other people with the same problem, only this case (#73765) in which the same bug happens in a different way and by triggering an option that is not activated in my project.
I am convinced that this is some structural bug in the engine because the more I spindle my project and all my scripts, the less I find reasons for it to happen, considering that it appears every time the game is started.
Anyway, I'm sending here the code from my Main Scene, my project.godot and my global script, which are nothing big, just basic scripts to set the game menu (after all, the bug appears as soon as the engine starts, before any scene is started).
project.godot:
Main scene Script:
Global Script:
Plus, The error after I play the game:
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