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I'm using Godot 3.0 Beta1-Mono installed on Windows 10 machine

When I'm trying to play game build ends correctly, the game starts, but almost immediately freezes and chrash. In command line i have:

Running: C:\Users\kajet\Desktop\Godot3\Godot_v3.0-beta1_mono_win32\Godot_v3.0-beta1_mono_win32.exe --path C:/Users/kajet/Desktop/Godot3/Tescik --remote-debug 127.0.0.1:6000 --allow_focus_steal_pid 16284 --position 448,240
running cmdline: "C:\Users\kajet\Desktop\Godot3\Godot_v3.0-beta1_mono_win32\Godot_v3.0-beta1_mono_win32.exe" "--path" "C:/Users/kajet/Desktop/Godot3/Tescik" "--remote-debug" "127.0.0.1:6000" "--allow_focus_steal_pid" "16284" "--position" "448,240"
Activated GL 3.3 contextOpenGL ES 3.0 Renderer: Intel(R) HD Graphics 620
GLES3: max ubo light: 409
GLES3: max ubo reflections: 455, ubo size: 144
ARVR: Registered interface: Native mobile
Mono: Initializing module...
Mono: Runtime initialized
Mono: ALL IS GOOD
HELLO WORLD
CrashHandlerException: Program crashed
Dumping the backtrace. Please include this when reporting the bug on https://github.com/godotengine/godot/issues
[0] <couldn't map PC to fn name>
[1] <couldn't map PC to fn name>
[2] <couldn't map PC to fn name>
[3] RtlDeactivateActivationContextUnsafeFast
[4] RtlAllocateHeap
[5] RtlAnsiStringToUnicodeString
[6] RtlDosApplyFileIsolationRedirection_Ustr
[7] RtlAppendUnicodeToString
[8] LdrStandardizeSystemPath
[9] RtlpInitializeLangRegistryInfo
[10] RtlDeleteBoundaryDescriptor
[11] ApiSetQueryApiSetPresence
[12] GetProcAddress
[13] MITWaitForMultipleObjectsEx
[14] User32InitializeImmEntryTable
[15] CtfImmSetAppCompatFlags
[16] CtfImmSetAppCompatFlags
[17] WinSqmAddToStream
[18] RtlDeactivateActivationContextUnsafeFast
[19] LdrShutdownProcess
[20] LdrShutdownProcess
[21] RtlIsCriticalSectionLockedByThread
[22] RtlPrefixUnicodeString
[23] LdrControlFlowGuardEnforced
[24] LdrLoadDll
[25] LoadLibraryExW
[26] SE_GetProcAddressForCaller
-- END OF BACKTRACE --
shit?: No such file or directory
ERROR: StreamPeerWinsock::read: Server disconnected!

   At: platform\windows\stream_peer_winsock.cpp:202

And in Godot's Editor Output:

running cmdline: "C:\Users\kajet\Desktop\Godot3\Godot_v3.0-beta1_mono_win32\Godot_v3.0-beta1_mono_win32.exe" "--path" "C:/Users/kajet/Desktop/Godot3/Tescik" "--remote-debug" "127.0.0.1:6000" "--allow_focus_steal_pid" "16284" "--position" "448,240"
** Debug Process Started **
 platform\windows\stream_peer_winsock.cpp:202 - Server disconnected!

** Debug Process Stopped **

This problem appears when I'm using C# scripts. But when I delete any C#-like existance and use only GDScript it runs without any problems

in Engine by (105 points)

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