使用TextureRect显示SubViewport的内容,结果发生了如下报错 E0:00:01:0007get_node: Nodenotfound:"SubViewport"(relativeto"Node2D"). <C++ 错误> Method/functionfailed. Returning: nullptr <C++ 源文件> scene/main/node.cpp:1364@ get_node() E0:00:01:0007setup_local_to_scene: ViewportTexture: Pathto...
In addition any MultiplayerSynchronizer errors out on the client with: ERROR: Node not found: "Game/Network/Player/MultiplayerSynchronizer" (relative to "/root"). at: get_node (scene/main/node.cpp:1873) ERROR: Parameter "node" is null. at: process_simplify_path (modules/multiplayer/scene_ca...
E 0:00:04:0613 main.gd:31 @ _unhandled_input(): Node not found: "UseInterface/Retry" (relative to "/root/Main"). <C++ Error> Method/function failed. Returning: nullptr <C++ Source> scene/main/node.cpp:1792 @ get_node() main.gd:31 @ _unhandled_input() Now close the (DEBUG) ...
only if this node is ready # If this node is not ready, the reponsability falls to _ready if is_node_ready(): _update_target_container() var invalidated_children:bool: set(mod_value): if invalidated_children == mod_value: return invalidated_children = mod_value var invalidated_container...
Quick Open dialog (Shift + Alt + O) to open any resource in the project. Unlike the existing dialogs, it's not limited to scenes or scripts. Ability to convert a Sprite to a Mesh2D, Polygon2D, CollisionPolygon2D or LightOccluder2D. MultiMeshInstance2D node for using MultiMesh in 2D....
http://www.gata.org/node/13829 The flows of yellow gold to the far east for the past 2 years has been massive. Yet, what has the price of gold traded on Western markets done? It has aallen hard. What is the economic logic in that? Economics dictates that rising demand for a produc...
Quick Open dialog (Shift + Alt + O) to open any resource in the project. Unlike the existing dialogs, it's not limited to scenes or scripts. Ability to convert a Sprite to a Mesh2D, Polygon2D, CollisionPolygon2D or LightOccluder2D. MultiMeshInstance2D node for using MultiMesh in 2D....
If enough devs are storing the root node in a singleton property to avoid this boilerplate, then I feel that it should be more built into the engine. We already have a get_nodes_in_group function in SceneTree, so getting nodes in the more global context is not unprecedented. But I ...
And NodePaths only make sense relative to another node in the scene tree. Resources are not in the scene tree, so they cannot resolve a NodePath, which means they cannot correctly get a reference to a node. We likely should warn and prevent this use case, as it just doesn't make ...
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