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Bug: MultiMesh uses_colors error vs use_colors property #100988

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RobertBColton opened this issue Dec 31, 2024 · 3 comments · May be fixed by #101109
Open

Bug: MultiMesh uses_colors error vs use_colors property #100988

RobertBColton opened this issue Dec 31, 2024 · 3 comments · May be fixed by #101109

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@RobertBColton
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Tested versions

4.3 dev

System information

Godot v4.3.stable - Windows 10.0.22631 - GLES3 (Compatibility) - NVIDIA GeForce RTX 4050 Laptop GPU (NVIDIA; 32.0.15.6070) - Intel(R) Core(TM) Ultra 7 155H (22 Threads)

Issue description

Keep getting an error message using colors because its looking for the wrong property.
Following this tutorial:
https://docs.godotengine.org/en/stable/classes/class_multimesh.html#class-multimesh-property-use-colors

E 0:00:04:0397   game.tscn::GDScript_a3sjo:43 @ _ready(): Condition "!multimesh->uses_colors" is true.
  <C++ Source>   drivers/gles3/storage/mesh_storage.cpp:1714 @ multimesh_instance_set_color()
  <Stack Trace>  game.tscn::GDScript_a3sjo:43 @ _ready()

Steps to reproduce

Create multimesh and enable use_colors and then set instance colors.

Minimal reproduction project (MRP)

Official tutorial does it if you just switch on use_colors
https://docs.godotengine.org/en/stable/classes/class_multimesh.html#class-multimesh-property-use-colors

@RobertBColton
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Sorry, this one was a false alarm.

The manual clearly states that you need to set it before instance_count:
This means that you need to call this method before setting the instance count, or temporarily reset it to 0.

That made the error go away, I'm not sure if this could be made clearer in docs though.

@clayjohn
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clayjohn commented Jan 3, 2025

Thank you for following up after your initial report! I have made a PR that improves the error report so that other users don't get bit by the same issue.

@RobertBColton
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Yeah, so I am making a city builder in Godot. I plan to release the source to the good people of Godot.

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2 participants