Game is over 2.1 GB and is not working. What is the best way to handle this? (Godot 3.2.1 stable)

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:bust_in_silhouette: Asked By Tim Irmler

So my game is about 3 GB right now. And because of that, my exported version of the game does not work.
When I try to run it, I get the following error message: error message Link to the picture

ERROR: Corrupted header in binary project.binary (not ECFG). At:
core/project_settings.cpp:515 Error: Couldn’t load project data at
path “.”. Is the .pck file missing? If you’ve renamed the executable,
the associated .pck file should also be renamed to match the
executable’s name (without the extension).

When looking at this Github Issue it seems that the best solution would be to save the game in multiple parts.

My question is, is this the best workaround or is there a better/easier one?
If this solution is the best one, how can I do this?

I know I can import external resource with ProjectSettings.load_resource_packbut how can I then use this ingame?

My game has one scene where I have 2 Scenes as a child which represent the two levels I currently have.

  • World
  • Level1
  • Level2

when I put one (or both) of those scenes, and then import those through code, will they be where I want them to be, or do I need to manually instance all of them through code?
And if so, what about all the children nodes from the Level which are also Scenes?

I thank everyone in advance for helping me.

What OS are you exporting to?

LLJ | 2020-06-26 18:24

I’m trying to export to Windows.
But I want to export to Mac and Linux as well, but can’t test them right now.

Tim Irmler | 2020-06-26 18:59

:bust_in_silhouette: Reply From: gamedevshirious

Do check out! I made a video about a solution
Hope it helps!