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
@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.
Yeah dude, you've helped me a lot in such a short time! Loving the content
Thanks so much, glad to hear it!
awesome man .really needed this video !! keep up the good work !
Super appreciate the support, thanks!
So there is not much different between "onready" in 3.5 and "@onready" in 4.0?
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
Oh yeah! That'd be awesome. I'll do a whole video on making more complicated UIs. Thanks for the feedback.
So does that mean the onready is useful because a node doesnt have to be instantitated all the time?
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
I haven't yet dipped my toe into the C# Godot waters, but one day eventually! How have you been enjoying it?
@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.
So good to know! Thanks for sharing all of this
How to report the bugs to godot developers
Bugs can be created by opening new issues on GitHub: github.com/godotengine/godot/issues
@@brettmakesgames ok thanks bro