3.1.alpha release throwing errors when exported to Android

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:bust_in_silhouette: Asked By Dring

Was trying the alpha release because I really needed text wrapping on the TextEdit nodes. And after some fixes everything runs fine on the desktop when testing it, but when I export to android I get the following errors when it starts up:

**SCRIPT ERROR**: Parse Error: Too few arguments for 'Color8()' call. Expected at least 3. At: res://Scripts/Global.gdc:33:GDScript::load_byte_code() - Parse Error: Too few arguments for 'Color8()' call. Expected at least 3.
**ERROR**: Method/Function Failed, returning: ERR_PARSE_ERROR At: modules/gdscript/gdscript.cpp:768:load_byte_code() - Method/Function Failed, returning: ERR_PARSE_ERROR
**ERROR**: Condition ' err != OK ' is true. returned: RES() At: modules/gdscript/gdscript.cpp:2120:load() - Condition ' err != OK ' is true. returned: RES()
**ERROR**: Failed loading resource: res://Scripts/Global.gdc At: core/io/resource_loader.cpp:192:_load() - Method/Function Failed, returning: RES()
**ERROR**: Can't autoload: res://Scripts/Global.gd At: main/main.cpp:1534:start() - Condition ' res.is_null() ' is true. Continuing..:
**SCRIPT ERROR**: Invalid call. Nonexistent function 'load_characters' in base 'Nil'. At: res://Scripts/Main.gdc:5:_ready() - Invalid call. Nonexistent function 'load_characters' in base 'Nil'.

This prevents anything from working because my Global script isnt loading for some reason. Ive checked the android export settings against the default 3.0 version and everything is the same, so not sure what is causing the issue

Sorry i do not know what’s causing it.
You might get better help if you post the issue on the git because it might be a bug ?
Issues · godotengine/godot · GitHub

Christoffer | 2018-11-20 10:44