I have a similar problem to this one:

After exporting the project and running it as a .exe, some (not all) of the get_tree().change_scene(...) calls quietly fails.

I have 3 main scenes: menu, options, gameplay. I can change scene between menu and gameplay without problems likely because these scenes are very small, but trying to change into gameplay does nothing. When I run the following code to try to debug, only the first part of it runs:

	$MidTopAnchor/SceneChangeDebug.text = "?!?!?!" #this runs, and changes the label's text to "?!?!?!"
	var changeSceneOutput = get_tree().change_scene("res://Gameplay.tscn")
	print(str(changeSceneOutput))
	$MidTopAnchor/SceneChangeDebug.text = "debug: "+changeSceneOutput #this line does not seem to have been reached at all, but the game does not stall, meaning I can still quit using in game functionalities

Reading the post in the first link, I'm guessing there are naming inconsistencies which the engine's debug mode tolerates but the .exe does not, is there a way for me to find out which names are the problem?

  • GE100 replied to this.
  • GE100 Okay so I was a fool, there is a output window that tells me which scene was unable to load what but my game opens in fullscreen so I didn't see it at first

    GE100 Okay so I was a fool, there is a output window that tells me which scene was unable to load what but my game opens in fullscreen so I didn't see it at first