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"No loader found" error occuring when loading images. #18158

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stubbsy345 opened this issue Apr 12, 2018 · 6 comments
Closed

"No loader found" error occuring when loading images. #18158

stubbsy345 opened this issue Apr 12, 2018 · 6 comments

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@stubbsy345
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stubbsy345 commented Apr 12, 2018

At random point I am encountering the following error:

0:00:29:0950 - No loader found for resource: res://Graphics/Images/Image1.jpg

Type:Error
Description: No loader found for resource: res://Graphics/Images/Image1.jpg
Time: 0:00:29:0950
C Error: Method/Function Failed, returning: RES()
C Source: core/io/resource_loader.cpp:186
C Function: _load

Godot Version 3.02.

The error appears at random occasions when loading a jpg into the TextureRect node. It seems to be occurring at random times as it works a lot of the time but on some occasions does not.

To reproduce repeatedly load a jpeg image into a TextureRect node.

@armslice
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I'm having this issue ( Godot Version 3.0 )

I notice that the name of the resource that it is attempting to load starts with an uppercase character but the actual resource is lowercase.

assetsrotg

consoleerrorrotg

@Megalomaniak
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Megalomaniak commented Jan 7, 2019

I can confirm too, a user on the forums supplied a project that has this issue in exported game.
https://godotdevelopers.org/forum/discussion/comment/26585#Comment_26585

edit: Forgot to add that I tested the project export in 3.0.6. Also it's occurring with a TileMap, so the issue is to do with resource loader in general not with TextureRect specifically.

Similar to @armslice the error indicates that godot loader is searching for the following res://Sprites/Tiles/DirtAutoTile.png while the actual project structure has the folders named as project root\sprites\Tiles.

@Megalomaniak
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Having manually fixed every asset in the previously mentioned project I'm not sure that this is really a bug. It seems the user might have copied folders from a demo project and then manually renamed the copied folders in root of the project. This caused the issues.

There is however a problem here with godot's design. There is no simple way to discover such an issue and there is no easy way to fix it in batch. Luckily this was a small project so going through it and fixing every asset manually wasn't too painful.

@akien-mga might this have been fixed in 3.1 already? And if so, any chance of backport to 3.0?

If not fixed in 3.1 already I reckon this is potentially a pretty serious problem.

@KoBeWi
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KoBeWi commented Apr 29, 2019

Yeah, the error doesn't seem to happen when trying to reproduce what is described in OP (3.1).

If the issue is about broken dependencies after renaming resources externally, then this case is covered by #15673

@KoBeWi
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KoBeWi commented Jul 10, 2020

Can anyone still reproduce this bug in Godot 3.2.2 or any later release?

If yes, please ensure that an up-to-date Minimal Reproduction Project (MRP) is included in this report (a MRP is a zipped Godot project with the minimal elements necessary to reliably trigger the bug). You can upload ZIP files in an issue comment with a drag and drop.

@KoBeWi
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KoBeWi commented Sep 28, 2020

Closing due to lack of update. Please comment if you can still reproduce this issue in the latest stable version of Godot.

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