Use [method get_setting], [method set_setting] or [method has_setting] to access them. Variables stored in [code]project.godot[/code] are also loaded into [ProjectSettings], making this object very useful for reading custom game configuration options. When naming a Project Settin...
I personally think a clarification in the docs about this would be nice, but I leave it up for discussion. Thanks for your time. Even if that does fix the problem, it's a workaround and not a solution. You should be able to append a custom class to a typed array (and least with ...
Besides that, I also changed the External Editor from MonoDevelop toVisual Studio Code. Visual Studio Code is nice for the C# project. It has autocompletion and able to find function definition and function references. Previously, because I was using MonoDevelop, the Nuget packages (similar to ...
In short, a Finite State Machine is a way to organize your code by breaking it down into separate states. Each state has its own code and behavior, and the machine can only be in one state at a time. For example, a character in a game can be in an idle state (standing still), ...
is the newwarning system. From version 3.1, Godot gives you warnings about your code as you write it: the engine identifies sections of your code that may lead to issues at runtime, but lets you decide whether or not you want to leave the code as it is. More on that in a moment....
In the above examples, local vars and functions are implied by an underscore prefix, variable types are specified, and functions are no longer needed to set and get the var. Also, it is easy to leave out the get or set sections in a clean manner (I think). ...
Rework GDExtension interface from a struct to loading function pointers (GH-76406). Standardize Object ptrcall encoding on Object ** (GH-77410).GDScriptImprove GDScript documentation generation & behavior (GH-72095). Sort code autocompletion with rules (GH-75746). Allow Strings and StringNames ...
At high-level, this seems like a pretty good approach. Also, I really appreciate that the code changes to GDExtension are fairly minimal. :-) On PR#72883, we discussed the possibility of introducing a new concept, perhaps calledGDExtensionLoader, that would encapsulate the loading behavior, ...
The _ready() function is called when a node enters the scene tree, which is a good time to find the size of the game window:.. tabs:: .. code-tab:: gdscript GDScript func _ready(): screensize = get_viewport_rect().size .. code-tab:: csharp public override void _Ready() { ...
godot-rust historically (v0.8) used unsafe for every interaction with the engine. While this was "on the safe side", it was very inconvenient and forced the user to clutter the code with unsafe. v0.9 took a different approach with type-s...