Hello guys, I'm new here; so sorry if I'm breaking a rule.
sorry for the long post, but I have to explain you all the scenario to give to you the complete situation of my problem :)
So, let me tell you the entire story.
Some user named lightsome created an awesome plugin for godot that integrates into the engine text to speech capabilities, and next to this plugin created other named godot accessibility, that adds to the engine or games created with it the possibility to give spocken output for the blind person.
The second plugin, also make the majority of the UI content accessible for the blind people (like me) so the engine is usable using different screen readers.
The unique problem if a blind person want to start from scratch to create something with godot, the first of that he needs to do, is create a new project and activate that plugin... but without that plugin the interfase isn't accessible, so. For aboid this problem, lightsome creates a small project template that we can use to have a empty project, but with the accessibility and tts features pre-loaded on it. this is the repository
https://github.com/lightsoutgames/godot-accessible-starter
So, my real problem start here.
I installed godot, version 3.2.1 mono (I want use it with c#) and follow the instructions on the template to start with it. I installed all dependencies, put the correct plugins in the add-ons template, I started my godot instance with the project and all things works fine. I can build the example provided in the template (that is with GDScript) and all things are awesome.
So, next, I create only for test a new scene with a VBoxContainer as a root Node. Add two buttons to it, and again, all works fine.
My next step, is want to add a new c# script to the root Node, to control the behavior of the project. I add it, and without modifying it, keep it with the default content, when I tried to build the project, I can't
In the console, this error appear about problems with mono:
ERROR: debug_send_unhandled_exception_error: System.InvalidCastException: Specified cast is not valid. At: modules/mono/mono_gd/gd_mono_utils.cpp:357 ERROR: call_build: An EditorPlugin build callback failed. At: editor/editor_node.cpp:5268 ERROR: debug_send_unhandled_exception_error: System.InvalidCastException: Specified cast is not valid. At: modules/mono/mono_gd/gd_mono_utils.cpp:357
I don't know what occurs here. The small hello world project using the template is here https://github.com/sanslash332/godot-accesible-example
A friend of mine get exactly the same error trying a similar example.
Maybe is a problem with the base template? with some of the accessibility plugins? or what. I talked with this with the creator of the template, but He don't use the c# version, so doesn't know if the plugin can be affected for the c# environment.
So, if someone can try to make this thing works... or can check what is the problem, I'm very happi.
This is the first game engine that isn't pure scripting that blind programmers can use; I know that it works through a plugin, but if a plugin get this, will be easy for the developers make something better to improve the godot accessibility.
thanks guys.
pd: I'm using godot 3.2.1 c#, I have visual studio 2019 installed. with .net frameworks 4.5, 4.6, 4.6.1 and 4.8 installed.
thanks soo far