while i was testing my proto to be played at my itchio, i stumble upon this. the game froze when i pressed start on my game title scene and on the command, i got the following error:
E 0:00:00:980 get_process_id: OS::get_process_id() is not available on the Web platform.
<C++ Error> Method/function failed. Returning: 0
<C++ Source> platform\web\os_web.cpp:132 @ get_process_id()
now i did follow the HTML 5 export tutorial and got nothing. i havent posted it yet but would be the browser or is there something im missing?
I just want to understand your setup a bit better. Were you testing this on itch.io, or were you testing through another method like the HTML5 export run locally? I’m asking because it wasn’t clear from your post whether itch was involved yet. If it is on itch.io, check the project page settings for the SharedArrayBuffer support checkbox, it needs to be enabled or the game can hang on load.
Also, does a Windows export of the same project work fine? That would tell us if this is specific to the web export.
Are you using any plugins or scripts from other people in your project? If so, can you list them here?
On the error itself, that one usually won’t freeze the game on its own, Godot just logs it and moves on.
i first test it in remote deploy, the game ran fine until i pressed enter in my game’s title screen. thats where it froze. i thoutgh it was a bug at first but then i tried it in itchio, it happend again. i tried to see if this happended in the windows export but the game runned fine with no problem.
about the plug in: i was using dialogic but i removed it time ago due some difficulties. no scripts btw. i will check the sharedarraybuffer to see if that does any difference
update: well i checked the console to see whats up and by closer inspection it looks like it has something to do with the audio. this is done via remote deploy.
Thank you for the detailed data; this might help clarify the issue.
I believe this error occurs when bus data exists but the corresponding .tres file is missing.
If you switch the bottom panel to Audio and use “Save As” directly under res://, the error should not occur. Could you please try that to see if it resolves the issue?
We fixed the template side half a year ago, so this issue should no longer occur with current templates. However, it might still happen if you are using an older version of the template.
no im afraid that did not work, what did work however was making new buses and placing those buses in the audio database for my SFX and music. im not sure if this bug happens to me or to others, but i manage to fix my issue. if i find anything else i will let you know.