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(1 edit)

Ooh, it absolutely does indeed give more details. Here's the output. Hope this helps. :)

Additional info:
Running Windows 11 25H2 Build 26200.8457,
AMD Ryzen 7 7800X3D
Nvidia GeForce RTX 3070
64GB RAM
And can confirm that reverting to 0.8 works absolutely fine.

Godot Engine v4.6.3.stable.mono.official.7d41c59c4 - <a href="https://godotengine.org
D3D12">https://godotengine.org
D3D12</a> 12_0 - Forward+ - Using Device #0: NVIDIA - NVIDIA GeForce RTX 3070
Godot Engine v4.6.3.stable.mono.official.7d41c59c4 - <a href="https://godotengine.org
Fatal">https://godotengine.org
Fatal</a> error. System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
   at Microsoft.ML.OnnxRuntime.CompileApi.NativeMethods..ctor(DOrtGetCompileApi)
   at Microsoft.ML.OnnxRuntime.NativeMethods..cctor()
   at Microsoft.ML.OnnxRuntime.OrtEnv.CreateDefaultEnv(Microsoft.ML.OnnxRuntime.OrtLoggingLevel, Byte[])
   at Microsoft.ML.OnnxRuntime.OrtEnv.CreateInstance()
   at System.Lazy`1[[System.__Canon, System.Private.CoreLib, Version=8.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]].ViaFactory(System.Threading.LazyThreadSafetyMode)
   at System.Lazy`1[[System.__Canon, System.Private.CoreLib, Version=8.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]].ExecutionAndPublication(System.LazyHelper, Boolean)
   at System.Lazy`1[[System.__Canon, System.Private.CoreLib, Version=8.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]].CreateValue()
   at Microsoft.ML.OnnxRuntime.OrtEnv.Instance()
   at WindowsMlManager+d__9.MoveNext()
   at System.Runtime.CompilerServices.AsyncMethodBuilderCore.Start[[WindowsMlManager+d__9, hotscreen, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]](d__9 ByRef)
   at System.Runtime.CompilerServices.AsyncTaskMethodBuilder.Start[[WindowsMlManager+d__9, hotscreen, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]](d__9 ByRef)
   at WindowsMlManager.InitializeAsync()
   at WindowsMlManager+<_Ready>d__6.MoveNext()
   at System.Runtime.CompilerServices.AsyncMethodBuilderCore.Start[[WindowsMlManager+<_Ready>d__6, hotscreen, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]](<_Ready>d__6 ByRef)
   at System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start[[WindowsMlManager+<_Ready>d__6, hotscreen, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]](<_Ready>d__6 ByRef)
   at WindowsMlManager._Ready()
   at Godot.Node.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name ByRef, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant ByRef)
   at WindowsMlManager.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name ByRef, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant ByRef)
   at Godot.Bridge.CSharpInstanceBridge.Call(IntPtr, Godot.NativeInterop.godot_string_name*, Godot.NativeInterop.godot_variant**, Int32, Godot.NativeInterop.godot_variant_call_error*, Godot.NativeInterop.godot_variant*)
D3D12 12_0 - Forward+ - Using Device #0: NVIDIA - NVIDIA GeForce RTX 3070
Fatal error. System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
   at Microsoft.ML.OnnxRuntime.CompileApi.NativeMethods..ctor(DOrtGetCompileApi)
   at Microsoft.ML.OnnxRuntime.NativeMethods..cctor()
   at Microsoft.ML.OnnxRuntime.OrtEnv.CreateDefaultEnv(Microsoft.ML.OnnxRuntime.OrtLoggingLevel, Byte[])
   at Microsoft.ML.OnnxRuntime.OrtEnv.CreateInstance()
   at System.Lazy`1[[System.__Canon, System.Private.CoreLib, Version=8.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]].ViaFactory(System.Threading.LazyThreadSafetyMode)
   at System.Lazy`1[[System.__Canon, System.Private.CoreLib, Version=8.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]].ExecutionAndPublication(System.LazyHelper, Boolean)
   at System.Lazy`1[[System.__Canon, System.Private.CoreLib, Version=8.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]].CreateValue()
   at Microsoft.ML.OnnxRuntime.OrtEnv.Instance()
   at WindowsMlManager+d__9.MoveNext()
   at System.Runtime.CompilerServices.AsyncMethodBuilderCore.Start[[WindowsMlManager+d__9, hotscreen, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]](d__9 ByRef)
   at System.Runtime.CompilerServices.AsyncTaskMethodBuilder.Start[[WindowsMlManager+d__9, hotscreen, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]](d__9 ByRef)
   at WindowsMlManager.InitializeAsync()
   at WindowsMlManager+<_Ready>d__6.MoveNext()
   at System.Runtime.CompilerServices.AsyncMethodBuilderCore.Start[[WindowsMlManager+<_Ready>d__6, hotscreen, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]](<_Ready>d__6 ByRef)
   at System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start[[WindowsMlManager+<_Ready>d__6, hotscreen, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]](<_Ready>d__6 ByRef)
   at WindowsMlManager._Ready()
   at Godot.Node.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name ByRef, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant ByRef)
   at WindowsMlManager.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name ByRef, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant ByRef)
   at Godot.Bridge.CSharpInstanceBridge.Call(IntPtr, Godot.NativeInterop.godot_string_name*, Godot.NativeInterop.godot_variant**, Int32, Godot.NativeInterop.godot_variant_call_error*, Godot.NativeInterop.godot_variant*)

You could try to delete the onnxruntime.dll file next to hotscreen.exe and then start hotscreen.