I have had this happen with two scenes by now. These scenes consist of a large tilemap with multiple layers, a player and thats it. The scenes inherit from a LevelBase class I wrote, but that is so simple. that it can’t be the problem. LevelBase just has a open_pause_menu() function and nothing else. Does anyone know why this might be happening?
EDIT: Forgot to translate the message. It says “scene file ‘office.tscn’ seems to be invalid or faulty.”
Version 4.1.2 just dropped, see if the problem persists there (as I’m assuming you’re on 4.1.1) - https://godotengine.org/article/maintenance-release-godot-4-1-2/
If the problem persists, make a copy of your project, open that
office.tscn
in a text editor and try to manually remove references to other objects/nodes, saving and trying to open it in Godot, in case the culprit isn’t a circular reference as Zarr pointed out.I’d been having issues with this myself recently. I assume you’re in Godot 4.1? I tracked the issue down to being cyclic references in GDScript. As an example from what you’ve provided, you may have LevelBase referring to the Player script, and then the Player script referring to LevelBase. This only seems to be a problem with the type hinting in GDScript like the following:
var player:PlayerClass
Removing the hinting may fix it. As for the bug, you can read some more on it here: https://github.com/godotengine/godot/issues/80877
As a side note, I’ve noticed that 4.1 has this issue worse than 4.0. In 4.0 it just unbinds the script from the scene, and allows you to rebind it again. But in 4.1 it causes the error message, making you unable to open the scene.
I’m using the latest Dec build, but it was a problem before that.
As Zarr mentioned, this seems like a cyclical dependency, I got around this issue in my project by avoiding the use of preload, specifically in scripts that would attach to an object I would also then have instanced by that script. load() seems to avoid the problem
I use Godot with .NET and this issue arises with me exclusively when I move tscn files around. I fix it by opening the broken tscn file in a text editor and I see whether it is referencing a scene that has been moved or otherwise doesn’t exist.