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Dear Moonvalk,

I'm sorry that you had isseus while trying to add the GDScript version of the plugin. It should work just fine in the .NET version of 4.7, as with the normal version. From your error messages I can see that you might have set incorrect names for the plugin folder. I think you named it "AssetPlacer", although it needs to be named "assetplacer" in lowercase letters. Please try to rename the folder and restart Godot to see if it fixed the issue.

Best regards and happy developing

Well, that's embarrassing. 😳 Sorry about that and thank you for the quick response. Swapping the folder name fixes everything and the plugin is working fine. It's already sped up my level building process a ton, so thank you! 😍

Is there a good reason why AssetPlacer loads by strict case sensitive path names? Wouldn't it be better to use UIDs for stability? This is a little restrictive on how I organize my addons folder, and will likely bite other users in the future too. Just my two cents. I've been bitten by hard coding or configuring via paths during development too many times so I am a huge believer in UIDs and direct references over paths any day.


By the way I have used your guides in the past when developing my own C# editor tools and found them extremely helpful. Thank you very much for your hard work. They can be tedious at first but once you learn the pain points I feel that C# provides a much better experience for development as the project grows, at least for me. I now have 5 very large framework-level editor plugins I bring into every project and I've thought about selling them on itch as well (i.e. inspector renderer tooling akin to Odin Inspector, resource database, live service environment manager, project packing plugin). As long as your plugin stays stable I'll keep it alongside them because it's so awesome! 👌

Cheers!