Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Custom node types are created with their script attached to them #10951

Closed
willnationsdev opened this issue Sep 4, 2017 · 2 comments
Closed
Labels

Comments

@willnationsdev
Copy link
Contributor

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:
2017-09-03 1
2017-09-03 4

@Zylann
Copy link
Contributor

Zylann commented Sep 4, 2017

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.

@willnationsdev
Copy link
Contributor Author

My mistake. I was misunderstanding things about how custom types work. Closing.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Projects
None yet
Development

No branches or pull requests

3 participants