Unique node names in Godot 3.5

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Remember that Scene Unique Nodes are only available in Godot 3.5 or Godot 4!

🔗 Download the platformer project mady by Kenney:

🔗 Get Godot 3.5:

🔗 GitHub relevant threads:

0:00 - Introduction
0:10 - The problem
1:50 - The solution
3:51 - Limitations
4:42 - Thanks!

#Godot
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This makes reference easier whoahow!!!

JOELwindows
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Omg yes! :o
Now do the same with signals

TackerTacker
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Another option that exists in the current version is `export var my_node : NodePath` then you can drag it into the editor.

That will keep working even if you move the node.

davidmurphy
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I think I glossed over this when I was reading the update notes. This is so useful for ui! I've created workaround using group names to do just this. Thanks for making this video.

milesparker
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Finally!! The amount of times I've had to rewrite code (especially deeply-nested UI ~ 10+ nodes deep) that would all be sorted now :) Godot just keeps getting better.

jacksontriffon
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Great news! Thanks for the video, I wasnt aware of this. Before that, to get that kind of feature I'd create a group for that specific noce, and access it. But I wasnt never happy, because I needed to add something to remind myself to not add other nodes to the same group by mistake or I'll mess everything.
This is more elegant and intuitive!

learningforever
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Very useful syntactic sugar. I read about this feature in the news about the Godot release candidate version, but didn't understand in detail. Thanks for the demo!

Serebriakov
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It will probably be really useful for UI Control Nodes

seppoday
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Wow this is insanely useful! Thanks for sharing :D

skulltrick
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I can see a few use case in my own project where that will be useful. Like you said, especially for scenes with a lot of UI nodes. I will be able to rearrange my node structure without being scared of breaking everything.

vidvad
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Thanks for this video, this is great! :D

PlayWithFurcifer
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that's super useful, the more options to deal with this the better. thanks for covering

YOSFP
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Well, that's not a crazy news, I mean, I tend to use export var NodePath to always keep tab on where my nodes are, and I never access sub-nodes from outside, I prefer to use the parent node as a functional interface, thus decoupling sub-nodes and "the outside world".

Plus I guess that one can create a node group which nodes are saved in a global dictionary variable.

But thank you for the video, nice, very instructive, as always ! :)

jena_thornwyrd
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Thanks for the video! Never knew this feature existed in newer versions of Godot! I think I should probably move to a newer version.

FunNooberCodingForBeginners
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Going to help UI the most. - neat video. Have you done one on the tween system coming to 3.5 ?

collinvisser
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there is a function that does the same thing in older godot versions and it is find_node() it simply loops over all the nodes and return the node with name given as a parameter

AbdouMadjidi_.
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Honestly, the fact that you cannot access it from an instanced scene kind of kills it for me. I wish there was a way of doing that, considering it's really easy to get a node from the scene it's already in from the start the difficulty starts when you're trying to access a subnode of an instanced node, IMHO.

MrTrollMedic
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Could you do a video about new SceneTreeTween?

thezadek
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You can also use find_node(), which will search for a node name anywhere below in the tree. It's bad for performance, since it has to search everything, but it's useful when you're just prototyping UI or doing other small scale testing.

Alicorn_
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How did you make it so your filenames for new scripts are lowercase by default? 0:33 - right here.

thegameissimple