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Godot version: 3.1.1 and 30e16ff
OS/device including version: Ubuntu 18.04 64-bit
Issue description: It seems that _Init doesn't work at all in C#. @neikeq
_Init
Steps to reproduce: Open and run the reproduction project, which contains the following:
public override void _Init() { GD.Print("This text is never printed."); }
In 3.1.1: The code in _Init() isn't executed at all.
_Init()
In master: 'TestNode._Init()': no suitable method found to override (CS0115)
'TestNode._Init()': no suitable method found to override (CS0115)
Minimal reproduction project: OverrideVoidInit.zip
The text was updated successfully, but these errors were encountered:
What would _init be for in C# since it has constructors?
_init
Sorry, something went wrong.
Duplicate of #22633
_Init never did anything in C#, and as I recently commented:
I'm removing _Init for now in #29140, but I plan to add a working implementation in the future ...
For API parity, I think _Init() should exist for C#. Or documentation should explain how to replicate the functionality with a C# constructor.
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Godot version: 3.1.1 and 30e16ff
OS/device including version: Ubuntu 18.04 64-bit
Issue description: It seems that
_Init
doesn't work at all in C#. @neikeqSteps to reproduce: Open and run the reproduction project, which contains the following:
In 3.1.1: The code in
_Init()
isn't executed at all.In master:
'TestNode._Init()': no suitable method found to override (CS0115)
Minimal reproduction project: OverrideVoidInit.zip
The text was updated successfully, but these errors were encountered: