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If you step through the code after a "goto_room" call, the code will eventually get to this line in i_room.gd :
E.get_tree().change_scene_to_file(load(rp).scene)
If you step through that (F7 key) it will instantiate every item in your scene, one node at a time. What I've noticed though is that it instantiates twice as many nodes as you have in your scene.
Steps to reproduce
Steps to reproduce the behavior:
Create 2 simple rooms.
a) Room 1 has a region or prop that runs an "R.goto_room()" command
b) Room 2 has a walkable area and a prop for the background
Put a breakpoint on the line in i_room.gd (~line 194)
Run the game and step through (F7) that line. You will step through as the debugger instantiates room 2 twice, and the prop twice.
Expected vs observed behavior
Nodes should only instantiate once.
Environment information (please complete):
Windows 10
4.4.dev3
Latest develop commit of Popochiu
Additional context
This might be a bug in this version of Godot. Haven't tested that yet - wanted to capture the bug first.
The text was updated successfully, but these errors were encountered:
Bug description
If you step through the code after a "goto_room" call, the code will eventually get to this line in i_room.gd :
If you step through that (F7 key) it will instantiate every item in your scene, one node at a time. What I've noticed though is that it instantiates twice as many nodes as you have in your scene.
Steps to reproduce
Steps to reproduce the behavior:
a) Room 1 has a region or prop that runs an "R.goto_room()" command
b) Room 2 has a walkable area and a prop for the background
Expected vs observed behavior
Nodes should only instantiate once.
Environment information (please complete):
Additional context
This might be a bug in this version of Godot. Haven't tested that yet - wanted to capture the bug first.
The text was updated successfully, but these errors were encountered: