well I have downloaded the latest version of thrive on my local machine(windows)
I tried building the project with godot but the initialisation and ressource loading is okay but then the next step failed and godot editor was closed
and this happen 3 times unless I use the edit in recovery mode
You should use the Godot editor version (I assume you are using Windows) that shows the command prompt with editor output. And then provide at least a screenshot of that output because otherwise nobody else can know what went wrong.
If you haven’t followed the setup instructions yet, I recommend trying all the steps:
(github seems to be having problems loading today as well so the link might not work on the first try)
Is it the (Re)Importing step? I used to have it quite a lot and there wasn’t a clear solution unfortunately. Just gotta try until it works, maybe delete the .godot folder, there is more about it somewhere in doc files.
It also could happen when putting new resources into project file system and then applying them to in-scene object, had to remove the file and try again with dragging the texture directly onto a mesh. But that was for my own game and right now Thrive doesn’t have much situations where you need to make own meshes and textures as most stuff is procedurally generated.
it got solved some how after I closed and opened my PC , I think there was some cache or somthing that was stopping the game from building , sorry I was not able to see the clear cause since when I tried to open it to day it worked just fine
The native libraries are missing. Redo the steps in the setup instructions I linked about the native libraries (the fetch and install command).
okay thank you , I have done that and the problem have been solved thank you
is this a big problem? I thought that the .csproj is a very important file for any C# prject
Handy, please do not doublepost. Use the edit function to add new content to a post, you also should copy-paste and edit the second posts into the first posts and then remove the second posts.
Why is it looking for some TestProject instead of Thrive csproj though?
no idea, I just opned a script to read it on visual stidio code which have all the needed debugging features for C# projects and I got this as big important red flag so I said why not post it and see
Did you make new project when downloading Thrive files and imported Thrive into that project or did you opened Thrive directly? Thrive should already have all files needed to be considered a project by most kinds of IDEs
well,I don’t remeber doing any thing this big , I have a very old version like I downloaded the thrive file from github a last year but I have update it yesturday as I am going to try I understand the current thrive code base,as for project I don’t think I have done any think like that , at least not yesturday, what I have done last year is hard to remember clearly
Do you have Git? If you have it, you can right click some empty folder, open command line on it, and use git clone command on Thrive URL with recursive flag to download repository. You would also need Git LFS for textures, sounds and similar. When finished it should also treat the downloaded repository as actual Git repository automatically which is a fine bonus.
Also if you ever plan to contribute to Thrive codebase you would need some form of version control (Git is a type of version control) anyways
To me it looks like you do not have the Thrive project open in VSC. You should open the Thrive.sln file first and then once the project is open use the project source browser (I assume VSC has that) to navigate to individual source files.
so I need to go to the godot editor and change the .net settings?
Other than selecting the external editor you want to use for C#, I don’t know what setting you would want to change.
Rather, I think you need to learn how to use VSC to open a C# project correctly. Not that I know how to do that as I only use Rider to work on C# projects.


