Can't open dynamic library after Export. Error 126

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:bust_in_silhouette: Asked By Roket

I have the same problem like this → Exported Win64 build cannot find GDNative DLL on another PC - Archive - Godot Forum

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.

:bust_in_silhouette: Reply From: Oenning

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.

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.

Aaron Franke | 2021-04-21 04:48