Implement Object.set_block_signals()
and Node.set_process..()
functions as properties
#4533
Replies: 3 comments 1 reply
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I don't know if that's a good idea. I'm worried that some users will uncheck the process checkbox, not realizing what it does, then complain online that their The same concern applies to |
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I personally find Godot to be reasonably easy to access, and the "minimal" nature of some Nodes definitely is part of it. I'm glad and understand that not everything internal has to be a property because it's bound to bloat the Inspector with properties most users wouldn't know what to do with, 'cause their effect may not be immediate, may only be in effect during scripting, or may require much more intricate knowledge of the engine, like in this idea. |
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In 4.0 you can set As for blocking signals, if you have hooked the signals you likely want them to usually fire, only temporalily disabling them, which would need script anyway. For some cases (like disabling some trigger for testing) disabling the entire node via |
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There are such powerful methods as
Object.set_block_signals()
andNode.set_process..()
But it would be even more convenient if I could disable signals and process from editor as usual properties, instead of doing that in a script.
And I could quickly and easily set these settings for individual instances, doing this in a script would require writing some if statements.
So I suggest implementing these methods as properties
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