My game relies on resources loaded from the disk, which are packed into the .exe file on export. however, it seems those resources are refusing to load, as the resources are seemingly changed into a .remap format by the engine, and the load functions in godot are seemingly unable to recognize and process that format. i'm unsure if this is a bug or if this is me simply using the functions incorrectly. The program runs fine before exporting.
#error appearing exclusively after export relating to loading files with the .remap extension.
4 messages · Page 1 of 1 (latest)
So this is apparently tied to using diraccess to iterate through the file system and load files dynamically. The thing I'm having trouble understanding is why a load function fails to account for changes the engine makes to files on export. Can anyone explain what is actually happening to scene files and other resources when exporting? Itdoesnt seem to be mentioned or explained I. The documentation that I can find.
so apparently when exporting, the source files no longer exist, and instead an imported version is used. now there begs the question of how can one access this imported version? i can only assume this ".remap" file is the modified version, so all i need to know how to do is how to load it. I've found references in the docs, to use ResourceLoader to load the file for imported assets, however the ResourceLoader.load() method doesn't seem to be able to process this .remap file either.
okay, so i've found a workaround. in the editor there is a setting at editor/export/convert_text_resources_to_binary. turning this off will stop the files from being remapped and allow them to be found with DirAccess and loaded normally.
however, i'm still going to keep this open because i want to know the proper way of loading a binary resource after it has been exported.