Godot 3.1 - Load resources dynamically












0















I'm trying to load resources dynamically. It works normally on the computer, but on android the following error occurs:



Invalid type in built-in function 'dict2inst'. Cannot convert argument 1 from Nil to Dictionary.



I'm trying to load some Curve2D exported earlier.
Here is the code:



extends Node

var paths =

const path_dir = "res://paths/"

func _ready():
load_paths()
pass

func random_path():
return paths[randi() % paths.size()]

func load_paths():
var dir = Directory.new()
dir.change_dir(path_dir)
dir.list_dir_begin()

var path_file = dir.get_next()
var path
while path_file != "":
if dir.current_is_dir():
pass
else:
print("loading: " + path_dir + path_file)
path = load(path_dir + path_file)
if path && path is Curve2D: #error occours here
paths.append(path)

path_file = dir.get_next()









share|improve this question





























    0















    I'm trying to load resources dynamically. It works normally on the computer, but on android the following error occurs:



    Invalid type in built-in function 'dict2inst'. Cannot convert argument 1 from Nil to Dictionary.



    I'm trying to load some Curve2D exported earlier.
    Here is the code:



    extends Node

    var paths =

    const path_dir = "res://paths/"

    func _ready():
    load_paths()
    pass

    func random_path():
    return paths[randi() % paths.size()]

    func load_paths():
    var dir = Directory.new()
    dir.change_dir(path_dir)
    dir.list_dir_begin()

    var path_file = dir.get_next()
    var path
    while path_file != "":
    if dir.current_is_dir():
    pass
    else:
    print("loading: " + path_dir + path_file)
    path = load(path_dir + path_file)
    if path && path is Curve2D: #error occours here
    paths.append(path)

    path_file = dir.get_next()









    share|improve this question



























      0












      0








      0


      0






      I'm trying to load resources dynamically. It works normally on the computer, but on android the following error occurs:



      Invalid type in built-in function 'dict2inst'. Cannot convert argument 1 from Nil to Dictionary.



      I'm trying to load some Curve2D exported earlier.
      Here is the code:



      extends Node

      var paths =

      const path_dir = "res://paths/"

      func _ready():
      load_paths()
      pass

      func random_path():
      return paths[randi() % paths.size()]

      func load_paths():
      var dir = Directory.new()
      dir.change_dir(path_dir)
      dir.list_dir_begin()

      var path_file = dir.get_next()
      var path
      while path_file != "":
      if dir.current_is_dir():
      pass
      else:
      print("loading: " + path_dir + path_file)
      path = load(path_dir + path_file)
      if path && path is Curve2D: #error occours here
      paths.append(path)

      path_file = dir.get_next()









      share|improve this question
















      I'm trying to load resources dynamically. It works normally on the computer, but on android the following error occurs:



      Invalid type in built-in function 'dict2inst'. Cannot convert argument 1 from Nil to Dictionary.



      I'm trying to load some Curve2D exported earlier.
      Here is the code:



      extends Node

      var paths =

      const path_dir = "res://paths/"

      func _ready():
      load_paths()
      pass

      func random_path():
      return paths[randi() % paths.size()]

      func load_paths():
      var dir = Directory.new()
      dir.change_dir(path_dir)
      dir.list_dir_begin()

      var path_file = dir.get_next()
      var path
      while path_file != "":
      if dir.current_is_dir():
      pass
      else:
      print("loading: " + path_dir + path_file)
      path = load(path_dir + path_file)
      if path && path is Curve2D: #error occours here
      paths.append(path)

      path_file = dir.get_next()






      game-engine godot gdscript






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited Nov 26 '18 at 1:31







      Emanuel Ozorio Dias

















      asked Nov 26 '18 at 0:27









      Emanuel Ozorio DiasEmanuel Ozorio Dias

      13




      13
























          1 Answer
          1






          active

          oldest

          votes


















          0














          The problem is because of version 3.1. Isn't a stable version. In godot 3.0.6 works fine...






          share|improve this answer
























          • Don't forget to accept your answer!

            – Ploppy
            Nov 27 '18 at 11:05











          Your Answer






          StackExchange.ifUsing("editor", function () {
          StackExchange.using("externalEditor", function () {
          StackExchange.using("snippets", function () {
          StackExchange.snippets.init();
          });
          });
          }, "code-snippets");

          StackExchange.ready(function() {
          var channelOptions = {
          tags: "".split(" "),
          id: "1"
          };
          initTagRenderer("".split(" "), "".split(" "), channelOptions);

          StackExchange.using("externalEditor", function() {
          // Have to fire editor after snippets, if snippets enabled
          if (StackExchange.settings.snippets.snippetsEnabled) {
          StackExchange.using("snippets", function() {
          createEditor();
          });
          }
          else {
          createEditor();
          }
          });

          function createEditor() {
          StackExchange.prepareEditor({
          heartbeatType: 'answer',
          autoActivateHeartbeat: false,
          convertImagesToLinks: true,
          noModals: true,
          showLowRepImageUploadWarning: true,
          reputationToPostImages: 10,
          bindNavPrevention: true,
          postfix: "",
          imageUploader: {
          brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
          contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
          allowUrls: true
          },
          onDemand: true,
          discardSelector: ".discard-answer"
          ,immediatelyShowMarkdownHelp:true
          });


          }
          });














          draft saved

          draft discarded


















          StackExchange.ready(
          function () {
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53473387%2fgodot-3-1-load-resources-dynamically%23new-answer', 'question_page');
          }
          );

          Post as a guest















          Required, but never shown

























          1 Answer
          1






          active

          oldest

          votes








          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          0














          The problem is because of version 3.1. Isn't a stable version. In godot 3.0.6 works fine...






          share|improve this answer
























          • Don't forget to accept your answer!

            – Ploppy
            Nov 27 '18 at 11:05
















          0














          The problem is because of version 3.1. Isn't a stable version. In godot 3.0.6 works fine...






          share|improve this answer
























          • Don't forget to accept your answer!

            – Ploppy
            Nov 27 '18 at 11:05














          0












          0








          0







          The problem is because of version 3.1. Isn't a stable version. In godot 3.0.6 works fine...






          share|improve this answer













          The problem is because of version 3.1. Isn't a stable version. In godot 3.0.6 works fine...







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered Nov 26 '18 at 23:03









          Emanuel Ozorio DiasEmanuel Ozorio Dias

          13




          13













          • Don't forget to accept your answer!

            – Ploppy
            Nov 27 '18 at 11:05



















          • Don't forget to accept your answer!

            – Ploppy
            Nov 27 '18 at 11:05

















          Don't forget to accept your answer!

          – Ploppy
          Nov 27 '18 at 11:05





          Don't forget to accept your answer!

          – Ploppy
          Nov 27 '18 at 11:05




















          draft saved

          draft discarded




















































          Thanks for contributing an answer to Stack Overflow!


          • Please be sure to answer the question. Provide details and share your research!

          But avoid



          • Asking for help, clarification, or responding to other answers.

          • Making statements based on opinion; back them up with references or personal experience.


          To learn more, see our tips on writing great answers.




          draft saved


          draft discarded














          StackExchange.ready(
          function () {
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53473387%2fgodot-3-1-load-resources-dynamically%23new-answer', 'question_page');
          }
          );

          Post as a guest















          Required, but never shown





















































          Required, but never shown














          Required, but never shown












          Required, but never shown







          Required, but never shown

































          Required, but never shown














          Required, but never shown












          Required, but never shown







          Required, but never shown







          Popular posts from this blog

          404 Error Contact Form 7 ajax form submitting

          How to know if a Active Directory user can login interactively

          Refactoring coordinates for Minecraft Pi buildings written in Python