Faster & Better Access to your GODOT Nodes!

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🖋 *SYNOPSIS*
This video shows you how to access Godot's nodes in the editor more efficiently using unique names and node caching.

#gamedev #gamengine #godot

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*CC-BY 4.0 LICENSE --- Assets & Videos*

*MIT --- Code*
"Copyright 2024 - GDQUEST.COM"
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i love this channel graphic design, is beautiful.

davidarce
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it's because of clear explanations like these that i've decided to subscribe to your 2d and node course, thank you

del
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wow i worked 4months on a game demo and just released it yesterday. i never knew it existed, my top block is FILLED with onreadys.
The takeaway i have from this video is that in almost all cases (if you arent dependent on an external editor) you can always use Unique names and save yourself some code lines (and performance)

LocherYT
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dude. been using godot for a good month or two now - i had no idea this feature even existed. this is brilliant, thanks a ton! also just now learned you can actually drag nodes into the script editor XD duh!

lindeschoon
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Wow, thank you so much, man. I've been trying to play with values in different scripts for so long now. This is INSANELY easier than anything I've made work thus far.

emissaryofcharybdis
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```
var thing: Type:
get:
if not is_instance_valid(thing):
thing =
return thing
```

This is really useful for accessing scene-relative objects that don't have a specific relationship to your script (eg: the player) or have an inconsistent lifetime (eg: fired projectiles, sound emitters, or particle effects)

BryceDixonDev
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I didn't know you could do this XD Thanks GDQuest!!

Limited_Film_Works_
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Love ur chanel man! Ima unity refuge who learning godot but I have only begginer courses and not very up to date,
Your endless stream of awesome content helps me ALOT to really sink in with this new engine ❤

danielg
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Soo good glad I watched this one, it just got rid of my biggest annoyance

draftingish
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OMG this is so incredibly useful, thank you!!

palooka
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Awesome! I had no clue about this feature.

DigitalMetal
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I would love to support and learn from your course, but unfortunelly in my country this course is almost as much as a minimum wage. But I love your videos, I learn so much with them, keep up the good work :)

monstropato
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Nice! I'm curious how much of a performance increase is it from using regular onready vars?

fusobotic
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What happens when you rename the node? Will it rename the references in the script?

I don't like how it relies on a string (the name of the node), which can be changed by anyone working in the project.

Export tag and dragging the node in the inspector seems a much better solution than this.

adventuretuna
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I pre-ordered all the courses. Looking forward to become a Godot Master

pipeliner
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Why not just use @export var? Hardcoded references just don't seem like a good idea since you could change the name, change location, or remove it altogether. In Godot 4.2, if you drag the reference in the editor to an exported variable, then the reference automatically updates if you make changes to it in the editor. It's better than adding a file path since the path changes automatically in reference, and you only need to drag it in. It's better than the modulus unique name reference because you don't need a unique name either. What's the tradeoffs?

TayoEXE
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What do you use to make the drawings? The style is cool :)

bladekiller
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This sounds very handy - is this also usable with C#?

thatcipher
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I was excited until you mentioned the typing downside :(

Still good to know, didn't know this was added, good stuff.

garmiklik
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Just a note... in 4.2, the typing is not working when using nodes referenced with $ as well, even if the scene is open and active.

rluis