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Godot 2.1.4 and Godot 3.0 both make it so that custom node types, when added to the node hierarchy, have their internal script attached to them when they SHOULD have NO script attached by default, just like any other node.
Godot 2.1.4:
The text was updated successfully, but these errors were encountered:
But that's how custom nodes defined by plugin always worked (contrary to modules and engine nodes, which have the privilege of inheriting directly from the true objects because direct C++).
Custom nodes have a script attached to them because they are defined by scripting rather than modifying the engine through direct inheritance. In Godot, all objects can have only one script on them.
Godot 2.1.4 and Godot 3.0 both make it so that custom node types, when added to the node hierarchy, have their internal script attached to them when they SHOULD have NO script attached by default, just like any other node.
Godot 2.1.4:
The text was updated successfully, but these errors were encountered: