#How to clear UIDs from Godot's editor cache?

4 messages · Page 1 of 1 (latest)

fierce hedge
#

I have tried:

  • In GDScript: ResourceUID.remove_id(int_uid)
  • Deleting: .godot/uid_cache.bin
  • Deleting: .godot/editor/filesystem*

Despite all of these, stale UIDs are still used in the editor, while new UIDs (created with ResourceUID.create_id() and ResourceUID.add_id(int_uid, path)) are all ignored. .godot/uid_cache.bin is almost immediately regenerated with stale data, too.

I'm trying to make a plugin to help users fix UID issues, but there's nothing that I can do short of nuking all of .godot/ to get new UIDs to be read by the editor.

Does anyone have a suggestion of what I should do?

mighty shore
fierce hedge
#

Yeah, I thought so. I'm making the minimal reproduction project now.

fierce hedge
#

Uh, now deleting filesystem* has started working to reset the cache. Still, that's more than users should have to do.