ICastFist,
@ICastFist@programming.dev avatar

Ok, I figured out the problem and the solution:

  • My code was checking for and counting the .png files specifically: if FileAccess.file_exists(path+“.png”): return load(path+“.png”)
  • As that actual file won’t exist in an exported game, checking for the .import instead returns true on an exported project: if FileAccess.file_exists(path+“.png.import”):
  • As the .import file also points to the correct resource, load(path+“.png”) still works

So, all I had to do was add “.import” to the checks of whether the file exists and everything worked. The idea to test that came after reading this issue *(plus another one I closed and can’t find anymore) *and before I myself opened an issue complaining about the above. - github.com/godotengine/godot/issues/39746

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