+1 vote

I have the same problem like this -> https://godotengine.org/qa/34377/exported-win64-build-cannot-find-gdnative-dll-on-another-pc

But that issue is not resolved and I hope somebody can will help me now.

Project work correctly on locall PC, but if I export his and try to run on the another PC I get an error.

ERROR: Can't open dynamic link library: bin/win64/libgdtest.dll. Error 126: The specified module could not be found.

My .gdns and .gdnlib are in "res://bin/" folder and .gdnlib look like this:

[entry]

X11.64="res://bin/x11/libgdtest.so"
Windows.64="res://bin/win64/libgdtest.dll"
OSX.64="res://bin/osx/libgdtest.dylib"

[dependencies]

X11.64=[  ]
Windows.64=[  ]
OSX.64=[  ]

[general]

singleton=false
load_once=true
symbol_prefix="godot_"
reloadable=true

Locall PC is Windws 10 64 and the another too.

How can I run my app on another PC?

In addition, after compilation, compiled dynamic library is in folder near .exe file. But app still does not find her.

in Engine by (54 points)
edited by

1 Answer

0 votes

Hi,
Have you had a look on your dependencies of your dll?
Maybe you compiled the godot-cpp lib as debug version? (Which might be the default target in the SConstruct.

by (14 points)

What exactly does the [dependencies] section do? It doesn't seem to do anything. I just ended up using a relative link path for loading another DLL from mine.

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