Comments (4)
Another note, it doesn't seem to make a difference whether export_debug
or verbose
are true or false, the output appears identical (on the failing section)
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Last thing, godotengine/godot#72360 is not causing this issue, at least not after I added the .godot folder to the repo
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The workflow for the build-example works properly with godot-4 but it uses:
- name: install wine
id: wine_install
run: |
sudo apt install wine64
echo "WINE_PATH=$(which wine64)" >> $GITHUB_OUTPUT
Although it seems that the project is built, I can't find any artifacts:
Do any of you know why ?
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@Zennyth This action does not output artifacts, it simply builds your game. You can use a separate action to create releases or artifacts. See the example workflow in the readme. Let me know if you have questions!
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Related Issues (20)
- Support for Blender files HOT 3
- godot 4 rendering issues with 3d HOT 8
- No loader found for resource error on Exporting binaries HOT 1
- An option to 'exclude' paths from the build with patterns HOT 1
- Godot 4 separate importing option HOT 3
- Add command-line option to install android template HOT 4
- Cache dependencies using GitHub cache HOT 2
- Building with Mono doesnt generate PCK
- Cache restore causes Godot URL changes to be ignored
- Include support for Blender imports HOT 3
- Error when trying to look for classes in some plugins HOT 3
- Mono 4.1.1 - Error: ENOTDIR: not a directory, scandir HOT 1
- Include setup of FBX2glTF
- Exporting mac target from linux runner fails silently HOT 3
- Certificate expired - downloads.tuxfamily.org HOT 2
- Build hanging on import game HOT 5
- Build hanging on export binaries HOT 1
- Game won't export with action, but exports fine via Editor HOT 1
- Control over which presets are built HOT 2
- Corrupt resources on Linux & Windows? HOT 1
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