Using Godot 4.4.dev1, I have created two scenes that I use for my HUD. One for abilities and one for keyboard keys. Both have exported variables that contain information about textures that I load in the editor into child nodes. When I play the game in the editor, everything loads fine. When I export the game to Windows or the Web, they do not.
I partially fixed the problem by enabling Editable Children. (See the in-game screenshot below where the 1, and the first ability on the bottom and right appear correctly.) However this has three drawbacks. 1.) I have to enable editable children. 2.) If I further embed them in other scenes, editable children no longer solves the problem. 3.) The _input events for keypresses no longer work in the export. (When you press the 1 key it’s supposed to show you that it was pressed.)
I suspected it might have something to do with being a tool script, but I commented that line out, and no change.
I also tried the reparenting suggested in this thread: https://forum.godotengine.org/t/programmatically-changed-scene-instance-wont-save/37413
I tried it with the following code:
func _ready() -> void:
self.tree_entered.connect(_on_tree_entered)
func _on_tree_entered():
var root_node = get_tree().current_scene
self.owner = root_node
mask.owner = root_node
ability_icon.owner = root_node
Here is the HUD Ability Code:
@tool
extends Control
class_name HUDAbility
@export var ability_icon_64_x_64_px: Texture:
set(value):
if not is_node_ready():
await ready
ability_icon_64_x_64_px = value
ability_icon.texture = value
@export var is_round: bool = false:
set(value):
if not is_node_ready():
await ready
is_round = value
if is_round:
mask.set_clip_children_mode(Control.ClipChildrenMode.CLIP_CHILDREN_ONLY)
else:
mask.set_clip_children_mode(Control.ClipChildrenMode.CLIP_CHILDREN_DISABLED)
@onready var mask: TextureRect = $Mask
@onready var ability_icon: TextureRect = $Mask/AbilityIcon
@onready var level_label = $LevelLabel
var current_level: int = 0
func update_level(level: int):
current_level = level
if current_level > 0:
level_label.text = str(current_level)
self.show()
level_label.show()
else:
self.hide()
level_label.hide()
Here is the Keyboard Key Code:
@tool
extends Control
@export var key_enum: Key:
set(value):
if not is_node_ready():
await ready
key_enum = value
key_name = OS.get_keycode_string(key_enum)
@export var key_name: String:
set(value):
if not is_node_ready():
await ready
key_name = value
var filename = path + "keyboard_" + value
var extension = ".png"
var unpressed_filename = filename + "_outline" + extension
var pressed_filename = filename + extension
if ResourceLoader.exists(unpressed_filename):
key_unpressed.texture = load(unpressed_filename)
else:
key_unpressed.texture = null
if ResourceLoader.exists(pressed_filename):
key_pressed.texture = load(pressed_filename)
else:
key_pressed.texture = null
@onready var key_unpressed = $Key_Unpressed
@onready var key_pressed = $Key_Pressed
@onready var path: String = "res://assets/ui/icons/input/keys_flat/"
func _input(event):
if event is InputEventKey and event.pressed:
if event.keycode == key_enum:
key_unpressed.hide()
key_pressed.show()
if event is InputEventKey and not event.pressed:
if event.keycode == key_enum:
key_pressed.hide()
key_unpressed.show()
This is an editor view of the items in the HUD:
Editor View
This is what the game looks like when played from the editor (The ‘1’ key is being pressed, hence its different appearance.):
Game run from Editor
This is what the game looks like played from a Windows Export:
Game run from Windows Export
I’m open to alternate solutions or fixes to my code. As an added interesting piece, the keys can still receive mouse events. (That code isn’t included, it’s from another project.)