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bevy_jam's Issues

Path to godot/ directory in the source project gets hardcoded in the binary

@rand0m-cloud and I discussed it today over video call. The problem is of relatively low priority, but I'll summarize below the best I can so we won't forget.

This line seems to be the culprit:

.current_dir(format!("{}/godot", env!("CARGO_MANIFEST_DIR")))

One of the effects is that the game compiled with nix build doesn't run for me. I'm getting the following:

$ result/bin/run_game
/build/6rs1g5jhs50dzb7mxlfgcbjlkfn9cvl8-source
thread 'main' panicked at 'called `Result::unwrap()` on an `Err` value: Os { code: 2, kind: NotFound, message: "No such file or directory" }', run_godot.rs:11:10
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace

I can run without issues with cargo run or ./target/release/run_game:

$ ./target/release/run_game
/home/tad/Projects/bevy_jam
Godot Engine v3.4.4.stable.custom_build - https://godotengine.org/
OpenGL ES 2.0 Renderer: AMD RENOIR (LLVM 13.0.1, DRM 3.42, 5.15.59)
OpenGL ES Batching: ON

In both cases the first line shows the path to the directory where godot/ subdirectory should be. In case of nix build, this directory (/build/....-source) was inside a build container and doesn't exist on the host machine.

I think this will be a problem when we try to distribute the binary.

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