Reusing Scripts in Godot 4.3? Easy!

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  • Опубликовано: 4 окт 2024

Комментарии • 15

  • @piousthepious
    @piousthepious 3 месяца назад +6

    This is actually so useful

  • @TheRealAfroRick
    @TheRealAfroRick 3 месяца назад +1

    This is super useful. I wish there was an easier way to install editor level script templates so that people could install them with addons

  • @nolarisa4846
    @nolarisa4846 3 месяца назад +3

    Easy for beginners. I like it

  • @albert69Einstein
    @albert69Einstein 3 месяца назад +1

    i like this. ty

  • @silentmenot
    @silentmenot 3 месяца назад +1

    Ty 🧐👍

  • @cashewolddew
    @cashewolddew  3 месяца назад +1

    I have no idea what happened at 6:40

  • @forestrainbows
    @forestrainbows 3 месяца назад +2

    This is really helpful ✨. What extension are you using in VS Code for GDScript?

    • @DeadIndGames
      @DeadIndGames 3 месяца назад

      Probably the Godot Tools extension.

    • @cashewolddew
      @cashewolddew  3 месяца назад

      You're right! Thanks a lot for helping out. It is Godot Tools. 🥜

  • @DungeonMartian
    @DungeonMartian 3 месяца назад +1

    How does editor level scripts interact with multiple people working on the same project with something like git?

    • @cashewolddew
      @cashewolddew  3 месяца назад +3

      That is a very fair question. Once created and added to the project, a script is trackable. However, the editor template can't be tracked as it is not part of the project.
      If you'd like to also track the template, then it would make the most sense to create it as a project level template.
      Hope this helps! 🥜

  • @darknetworld
    @darknetworld 3 месяца назад

    those folder are case sensitive? need to double check...

    • @cashewolddew
      @cashewolddew  3 месяца назад +1

      I was able to try this on Windows and it seems to work. Generally, though, Linux systems are case sensitive, so I would try to be careful in that case.

  • @richbuilds_com
    @richbuilds_com 3 месяца назад

    This method falls down quickly when you want to inherit from multiple bases. e.g. A chest that's openable, moveable, detroyable...

    • @cashewolddew
      @cashewolddew  3 месяца назад +2

      Thanks a lot for the comment!
      I think it mostly depends on what you intend to do, of course. If there is something that can be written in code, then this could prove to be a good solution.
      If there is something that you'd like to be more customized, then maybe you'd be better off with other solutions.
      Nonetheless, you're right. There's generally no one-size-fits-all feature.