godotengine / godotengine/godot
Clicking error message tries to open scene instead IDE
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- C++
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Description
### Tested versions
v4.6.1.rc1.mono.official [7bfffc846]
Happened in earlier version (4.5 for example) too.
### System information
Godot v4.6.1.rc1.mono - Windows 11 (build 26200) - Multi-window, 1 monitor - Direct3D 12 (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 32.0.15.9186) - AMD Ryzen 7 3800X 8-Core Processor (16 threads) - 31.92 GiB memory
### Issue description
Clicking this error:
```
E 0:00:00:764 Basis.cs:642 @ Godot.Basis Godot.Basis.LookingAt(Godot.Vector3, System.Nullable`1[Godot.Vector3], bool): System.ArgumentException: The vector can't be zero. (Parameter 'target')
System.ArgumentException
/root/godot/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs:642 @ Godot.Basis Godot.Basis.LookingAt(Godot.Vector3, System.Nullable`1[Godot.Vector3], bool)
Basis.cs:642 @ Godot.Basis Godot.Basis.LookingAt(Godot.Vector3, System.Nullable`1[Godot.Vector3], bool)
Node3d.cs:20 @ void Node3d.FaceDirection(Godot.Vector3)
Node3d.cs:8 @ void Node3d._Ready()
Node.cs:2646 @ bool Godot.Node.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&)
Node3D.cs:1127 @ bool Godot.Node3D.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&)
Node3d_ScriptMethods.generated.cs:48 @ bool Node3d.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&)
CSharpInstanceBridge.cs:24 @ Godot.NativeInterop.godot_bool Godot.Bridge.CSharpInstanceBridge.Call(nint, Godot.NativeInterop.godot_string_name*, Godot.NativeInterop.godot_variant**, int, Godot.NativeInterop.godot_variant_call_error*, Godot.NativeInterop.godot_variant*)
```
Shows this popup instead going to the IDE (VS2026):
### Steps to reproduce
```
using Godot;
public partial class Node3d : Node3D
{
public override void _Ready()
{
FaceDirection(new Vector3(0f, 10f, 0f));
}
public void FaceDirection(Vector3 direction)
{
if (direction.IsZeroApprox()) return;
{
direction.Y = 0;
direction = direction.Normalized();
Basis targetBasis = Basis.LookingAt(direction, Vector3.Up, true);
Basis = Basis.Slerp(targetBasis, 10f * (float)GetProcessDeltaTime());
}
}
}
```
### Minimal reproduction project (MRP)
[Error20260212-01.zip](https://github.com/user-attachments/files/25274277/Error20260212-01.zip)
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