Awe man, I was wondering why some things auto-suggested and some were just mysteries that I was expected to know from memorizing the docs. This should help a ton.
I think using static typing might also slightly improve performance - well, that's what other people have said, anyway. I've not used static typing up to now but will do so going forward with Godot 4.0.
As a c# coder, I am actually really enjoying gdscript but do statically type pretty much everything. Things feel a lot more intuitive and organic with gdscript over c# for me
It exists! At least in the current version of Godot 4. Turn on Advanced Settings Project Settings -> Debug -> GDScript - Untyped Declaration: Error - Unsafe Property Access: Error - Unsafe Method Access: Error - Unsafe Cast: Warn - Unsafe Call Argument: Error
Can you enlighten me how to use autocomplete in Godot script? Like when I type most of the code i want to use one of the things it shows beneath my current line
i just started to play with gadot, but i dont know how to programming... so i just watching everything lol to learn . Thx for your tips but im not advanced like that yet.
Coming from being a C# developer. I enjoy this way of coding. Helps reading through older code.
Yeah, static typing supremacy!
They are currently working on adding optional errors if you don't statically type your GDScript.
awesome, looking forward to that!
Awe man, I was wondering why some things auto-suggested and some were just mysteries that I was expected to know from memorizing the docs. This should help a ton.
Yeah, right? It's kind of incredible how much the static type hints help with auto-complete! A must-have in my opinion.
To avoid that, I use vscode, much better
this is super helpful!
I think using static typing might also slightly improve performance - well, that's what other people have said, anyway. I've not used static typing up to now but will do so going forward with Godot 4.0.
neat, had no idea! never considered that might be the case
Thanks, this was useful!
i wish there was a strict mode, which would enforce types. i guess you can always use c# instead.
As a c# coder, I am actually really enjoying gdscript but do statically type pretty much everything.
Things feel a lot more intuitive and organic with gdscript over c# for me
It exists! At least in the current version of Godot 4.
Turn on Advanced Settings
Project Settings -> Debug -> GDScript
- Untyped Declaration: Error
- Unsafe Property Access: Error
- Unsafe Method Access: Error
- Unsafe Cast: Warn
- Unsafe Call Argument: Error
Can you enlighten me how to use autocomplete in Godot script? Like when I type most of the code i want to use one of the things it shows beneath my current line
omfg ive been typing it manually this whole time lol
This is great
i just started to play with gadot, but i dont know how to programming... so i just watching everything lol to learn . Thx for your tips but im not advanced like that yet.
Keep at it! Hope you're having fun with learning Godot and game development.