You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
This may or may not be a bug, but definitely needs some kind of detection or warning build into the code if it is intentional or unavoidable.
After bashing my head against a wall today trying to figure out why a single specific script would not utilize referenced autoload function/methods and trying to figure out why it was the only script that would not recognize the autoload class, I realized that I had an organizational @export_category() at the top using the same name. Apparently this means that any future references to that same string will not properly reference the class or autoload.
Example:
Having an autoload script named "Debug" with a method "draw_cube()" in it.
Then in another script having a parameter organizer like such:
@export_category("Debug")
@export_range(0.0, 1.0) var debug_polyline_pos : float = 0.0
in that same script will result the inability for the game to recognize Debug as the autoload script and will not find the .draw_cube() method.
This may be expected/intentional behavior, but if that is the case this definitely needs to be outlined and/or flagged in the script-editor as a conflict.
Also as a side note, I love the fact the export_category("Debug") specifically has a little built-in easter-egg for using the term "Debug" so if there's anyway we can keep that around or maybe even expose the ability for users to control that little icon that would be pretty amazing!
The text was updated successfully, but these errors were encountered:
Godot version
4.1.1 Stable
System information
Windows 11, RTX 3070TI, Vulcan
Issue description
This may or may not be a bug, but definitely needs some kind of detection or warning build into the code if it is intentional or unavoidable.
After bashing my head against a wall today trying to figure out why a single specific script would not utilize referenced autoload function/methods and trying to figure out why it was the only script that would not recognize the autoload class, I realized that I had an organizational @export_category() at the top using the same name. Apparently this means that any future references to that same string will not properly reference the class or autoload.
Example:
Having an autoload script named "Debug" with a method "draw_cube()" in it.
Then in another script having a parameter organizer like such:
and then later attempting
in that same script will result the inability for the game to recognize Debug as the autoload script and will not find the .draw_cube() method.
This may be expected/intentional behavior, but if that is the case this definitely needs to be outlined and/or flagged in the script-editor as a conflict.
Also as a side note, I love the fact the export_category("Debug") specifically has a little built-in easter-egg for using the term "Debug" so if there's anyway we can keep that around or maybe even expose the ability for users to control that little icon that would be pretty amazing!
The text was updated successfully, but these errors were encountered: