Introduction to Signals in Godot (2019)

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There's some more coming on the topic and on more advanced ways to have nodes communicate with one another, based on Razvan's experiments 🙂

Gdquest
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This is a lot more complicated than the original example and am finding it hard to follow to implement in other types of project

AdamProcter_uk
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When learning in Godot I far far prefer videos explaining each node. Please do more of these!

TheMisterbator
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I really liked this tutorial.
I'm currently transitioning from Unity and this channel is helping me alot.

The only thing I want to ask, is to raise the voice volume and speak just a little slower.

Again, thank you for the content 😀

OTadashi
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I really appreciate this, it was clear, comprehensive and straight to the point, with practical examples.

baryemini
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why not using ONESHOT instead of manually disconnecting?

hellcat
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Helpful, but the volume could do with being louder.

sslaxx
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How can I fix
The identifier "Player" isn't a valid type (not a script or class), or couldn't be found on base "self".?
and also
The identifier "distance_to_player" isn't declared in the current scope.

greggygeorge
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How do you get z ordering without a YSort node? This is something I've been wondering for some time now. [edit] I double checked the video and there is no z ordering in it...

jaysanprogramming
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5:45 Wouldn't it be better to alter the if statement to include the (player is not null) condition, so that it returns in that case?

Although it's true it's quite an easy behaviour, 1 see the player 2 chase until death. If the behaviour was more complex I guess it'd be the time to look into that...

ZoidbergForPresident
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These tutorials keep saying "there will be no coupling between the emitter and the receiver" but yet they typically still do a initial "connect" using the two objects that are going to talk to each other - thus yes creating a type of dependency....
Would be better to have some global "bus" that they can subscribe to instead, then they truly don't know about each other
I think another good thing to recommend to people is if you are using the editor to connect signals, I'd only ever do that for children->parent connections. Please don't do "cross object" signals like Player->HP bar or Player->enemy, now you've definitely created a dependency between those two objects!! And I think it might be hard to find? If you connect some signals in code and others in the editor. Two ways of doing things can lead to confusion. So I would recommend just always using code...

researchandbuild
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The code of the tutorials no longer upload it to github?

desoftb
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body entered function is not call when something enters it???

cherubinth
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What did disconnecting the signal do in terms of behavior? I don't really see a difference in how the enemy acts on screen.

Nipah.Auauau
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I'll try to use this in a life bar. Great video!!

saulnores
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Hello,

I have a question: how can I delete a signal because my signal doesn’t exist to my sprite so I want to make a new signal

blackm
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I am getting an error "Parser Error: The class "Player" was found in global scope, but its script couldn't be loaded" and "E 0:00:00.618 load: Resource: 'res://Player.gd' is already being loaded. Cyclic reference?
<C++ Error> Condition "!success" is true. Returned: RES()
<C++ Source> @ load()" I ran the game a few times and it worked and then stopped. Do you have any suggestions?

davidsantos
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How often do the signal emitters update? is it faster than _physics_process()?

xgozulx
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Good video, but I still don't understand what is the benefit to use signals instead of using a direct reference to the node itself?

TheRonpe
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I'm trying to understand why you would put the enemy logic in the code for the player. It doesn't seem like the right way to do it. It seems like you would want enemies checking for players and then starting to chase them... so that enemy code is in the enemy scene. I am watching this to determine why/when to use signals instead of just globals and I don't think this really answers that question.

RyanScottForReal