Repro Steps:
- create a SpineSprite with a spine animation.
- Create a C# script that tries to access that node (I reference it as a Node2D to work around some issues I have been having issues with the C# and Spine).
- from the script, do something with that Node (i.e. print its name or something)
- run it in the editor. It works fine
- create a windows export (making sure to install the correct export settings from the spine2D-godot docs page).
- run the executable.
Expected: works just like the build in the editor did.
Actual: NPE when trying to access the node.
I've tried accessing the SpineSprite node through C# in a couple different ways:
- GetNode<Node2D>("SpineSpriteNodeName")
- as a public exported field that is exposed in the inspector
Both with the same result where it works as expected in the editor, but errors out when I export it.
I also confirmed that it works correctly if I replace the SpineSprite node with another one.
Interestingly enough, the node itself does work correctly *it will still play animations", but I just can't access it from a C# script like at all.
Specs:
using the latest version of Godot and the export settings from the docs page (4.1.2.stable.mono).