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Gramps avatar Gramps commented on June 12, 2024

Very good call! And yes, this should be mentioned. I'm working on the docs this week so I'll get this added in. Thanks for mentioning it!

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Gramps avatar Gramps commented on June 12, 2024

OK, it is in my working copy and will go live soon! Thank you again! I credited and quoted you as well as used that screenshot for clarity. Hopefully that is OK. If not, let me know and I'll remove whatever needs removed.

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AdriaandeJongh avatar AdriaandeJongh commented on June 12, 2024

That's ok! Thanks.

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AdriaandeJongh avatar AdriaandeJongh commented on June 12, 2024

Though this solution does work on all platforms, I am getting these errors on iOS and haven't figured out yet what the best / proper way is to avoid these warnings...

Screenshot 2024-02-01 at 15 27 00

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Gramps avatar Gramps commented on June 12, 2024

Yeah, we were just talking about this yesterday. There is a semi-complicated way of getting these errors fixed and exporting using the method you described. I am currently trying to figure out a solution that can be applied to the plug-in to prevent it.

These errors don't seem to cause any issues but it's better not to have them at all.

As I understand it, there is an extension list in the .godot folder that must be changed during export, removing the plug-in from that list so the exported project doesn't complain. However, it must be there when you want to export with the plug-in.

So I am trying to figure out how to make that happen on our end to save people this extra step.

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AdriaandeJongh avatar AdriaandeJongh commented on June 12, 2024

perhaps reopen this issue? please do let me know when you've found a solution!

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Gramps avatar Gramps commented on June 12, 2024

Agreed. And will do! I know the messy way of solving this, I can share the shared one if you want, but will definitely keep you posted when we get a good one.

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AdriaandeJongh avatar AdriaandeJongh commented on June 12, 2024

Hey! Did you happen to have found a way for this?

EDIT to clarify my question: I'm still hoping to find a way not just to avoid calling the Steam API when it's not on a platform that doesn't support Steam, but also not include the binaries involved with this plugin when I don't want to – eg when submitting the game to desktop platforms other than Steam (Itch, GoG, etc). If you know a way, I'd love to know about it. Perhaps this also requires some sort of collaboration with the Godot Engine development community to perhaps even make the necessary features you need?

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Gramps avatar Gramps commented on June 12, 2024

Not yet. There is that extension_list.cfg file that sits inside the .godot folder that need to be altered to stop the error from occurring. However, someone got that error without that file even existing and we couldn't figure out where else a reference to the plug-in would be. It was quite odd.

At that stage, I think our Remove Steam doc needs to be amended with all this information so people are aware. I'm hoping to brainstorm some more things while I'm out of town.

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Gramps avatar Gramps commented on June 12, 2024

Hmm, yeah, I think this is stuck until those proposed changes happen. I couldn't think of anything fancy, sadly.

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