GDScript @onready var Explained | Godot 4 Quick Tip

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  • Опубликовано: 28 дек 2024

Комментарии • 16

  • @jacobisstressed
    @jacobisstressed Год назад +5

    Yeah dude, you've helped me a lot in such a short time! Loving the content

  • @_anbh0143
    @_anbh0143 Год назад +3

    awesome man .really needed this video !! keep up the good work !

  • @toddhunt2059
    @toddhunt2059 Год назад +2

    So there is not much different between "onready" in 3.5 and "@onready" in 4.0?

  • @DudeFrom1972
    @DudeFrom1972 Год назад +1

    I really like your videos - could you make a video on how to make UI dialog with ability to filter content like in the Node Dialog

    • @brettmakesgames
      @brettmakesgames  Год назад

      Oh yeah! That'd be awesome. I'll do a whole video on making more complicated UIs. Thanks for the feedback.

  • @635574
    @635574 8 месяцев назад

    So does that mean the onready is useful because a node doesnt have to be instantitated all the time?

  • @Rivalseeker
    @Rivalseeker Год назад

    I use C#, so I have to assign some variables in the _Ready() function, like assigning Nodes for caching purposes.
    ...unless someone knows a trick I don't. Heh

    • @brettmakesgames
      @brettmakesgames  Год назад

      I haven't yet dipped my toe into the C# Godot waters, but one day eventually! How have you been enjoying it?

    • @Rivalseeker
      @Rivalseeker Год назад +1

      @Brett Makes Games
      It's the language I'm most familiar with, so I'm enjoying it just fine. There are some things to consider when using it:
      1. You need to use the Mono version of Godot to program with C#.
      2. You need to use an external code editor with the documented extensions. I use Visual Studio Code, personally.
      3. I don't know if I'm doing something wrong here, but as far as I know, Godot doesn't automatically paste Signal method names in the code editor. You'll have to copy them before you connect them, and then paste the names in the editor with the appropriate parameters.
      These caveats don't bother me, personally. It's similar to when I was using Unity.

    • @brettmakesgames
      @brettmakesgames  Год назад +1

      So good to know! Thanks for sharing all of this

  • @successspotu
    @successspotu Год назад

    How to report the bugs to godot developers

    • @brettmakesgames
      @brettmakesgames  Год назад +1

      Bugs can be created by opening new issues on GitHub: github.com/godotengine/godot/issues

    • @successspotu
      @successspotu Год назад

      @@brettmakesgames ok thanks bro