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I discovered the culprit was indeed the array shape . Firestore wasn’t handling an array of Vector2s (or nested arrays). Converting your path to a flat Array of ints (e.g. [x1, y1, x2, y2, …]) before sending, and then reconstructing Vector2s on receipt, fixes the “UPDATE DOCUMENT” errors. |
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Environment
Godot Engine: 4.4.1.stable.official
godot-firebase plugin version: 2.1 (godot asset-lib addon)
Platform: Windows
Firebase rules:
What I’m Trying to Do
In my turn‑based multiplayer, when the local player finishes a move I call:
I get:
and the update() returns
null
.What I’ve Tried
collection.set_doc(doc_id, updates)
instead ofupdate()
→ sameAction in error was: 2
.error
listener on theFirestoreCollection
signal to printerr.code
/err.message
→ nothing extra appears_listening_doc_ref.doc_name
exists in thegames
collection immediately prior to the callawait get_tree().create_timer(0.5).timeout
) to ensure the document is in cache/listenerRelevant Log Snippet
Code for My FirestoreCollection.update
Questions / What I Need Help With
update()
returningnull
instead of a validFirestoreDocument
?updateMask.fieldPaths
URL?Any pointers or suggestions how to diagnose this (e.g. additional debug flags, HTTP inspection, plugin internals) would be greatly appreciated! Thank you.
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