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When building the library, `bindgen` may produce errors that look like this:
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```
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godot-rust/gdnative-sys/godot_headers/gdnative/string.h:39:10: fatal error: 'wchar.h' file not found
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```
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This means that `bindgen` was unable to find the C system headers for your platform. If you can locate the headers manually, you may try setting the `C_INCLUDE_PATH` environment variable so `libclang` could find them. If on Windows, you may try building from the Visual Studio "developer console", which should setup the appropriate variables for you.
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## Why aren't my scripts showing up in the _Add Node_ portion of the editor, even though they inherit from `Node`, `Node2D`, `Spatial` or `Control`?
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Due to limitations with Godot 3.x's version of GDNative, NativeScript types do not get registered in the class database. As such, these classes are not included in the _Create New Node_ dialog.
Copy file name to clipboardExpand all lines: src/getting-started/setup.md
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@@ -42,6 +42,9 @@ After installation, check that LLVM was installed properly:
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clang -v
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```
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`bindgen` may complain about a missing `llvm-config` binary, but it is not actually required to build the `gdnative` crate. If you see a warning about `llvm-config` and a failed build, it's likely that you're having a different problem!
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## Using the template
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We also provide an experimental [template](https://github.com/godot-rust/godot-rust-template) to get you started right away. All the boilerplate stuff is already done for you. If you have decided to use the template, you can skip section 2.2. Check out the [wiki](https://github.com/godot-rust/godot-rust-template/wiki) for instructions.
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