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Suddenly no print() output in the console #1287
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yeah prints go via tcp connection and it most likely clogs and disconnects. On Wed, Jan 21, 2015 at 9:36 AM, ScyDev notifications@github.com wrote:
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if you run from commandline debugger (godot -d) you will be able to see the On Wed, Jan 21, 2015 at 9:59 AM, Juan Linietsky reduzio@gmail.com wrote:
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Ok, starting from commandline with -d works. But still, this is a bug that needs fixing, right? |
yeah will keep this open until fixed On Wed, Jan 21, 2015 at 2:29 PM, ScyDev notifications@github.com wrote:
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Has this been fixed in the current master branch? I think I've already seen a "too many chars" output when printing a lot of stuff, but I'd have to check. |
Closing as fixed, will reopen if it's not the case. |
running 2.1.4rc - I have this bug |
Ah, actually, rereading the OP's post:
I don't think that's fixed yet. |
running 2.1.4 Try this:
It's broken in 2.1.4 - stable |
Changing "Editor Setting -> Network Host -> Debug Host" to localhost(127.0.0.1) solved the issue in 2.1.4 stable. (Windows 10 x64) |
CC @Faless. |
Yeah, I was suspecting this actually, apparently link-local ipv6 addresses (i.e. |
Is that one fixed then ? |
No. I had nothing in editor output console.
That worked for me. |
PROBLEMSuddenly I can no longer print to the console in Godot 3.0.2 stable. I can print in a new project, but not my old one. Even when I delete all files and singletons in my project except for a simple Node2D with a script
I get no output except the normal "Debugger Process Started" message. I don't even see the normal "OpenGL ES 3.0 Renderer..." message. I have seen a few questions online about this problem for Godot 2.0, and the answers involve changing the debug_port from project settings to 127.0.0.1. My remote host is already set to 127.0.0.1, with remote port 6007. OTHER INFOI'm on MacOS Sierra 10.12.6. I don't think this is an overflow issue since I am trying to print a single line. When I start Godot, I click to allow Godot to accept incoming network connections. I also checked that Godot can accept connections from my Privacy Settings. When I run
Not sure what to make of this... This may not be related, but when I run my code, I get the following warning:
The debugger seems to be working in that it still kills the run on errors. I also asked about this on the Godot QA forum. |
I solved the above problem I was having. When I consulted the project.godot file in my project folder, I noticed there was a line
This line was disabling the standard output, preventing printing to the console. I changed it to Not sure how this setting got changed. |
@Noshyaar, how'd I miss that? Thanks! |
Moved to #22184 for better visibility and clarity. |
Happens when printing inside a loop. If it's an endless loop or just very many iterations, all the print() calls inside the loop will never show.
Every print() should be flushed to the output as soon as it is issued.
All you get is:
** Debug Process Started **
** Debug Process Stopped **
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