this post was submitted on 15 Dec 2024
62 points (100.0% liked)
Godot
6014 readers
115 users here now
Welcome to the programming.dev Godot community!
This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.
Make sure to follow the Godot CoC while chatting
We have a matrix room that can be used for chatting with other members of the community here
Links
Other Communities
- !inat@programming.dev
- !play_my_game@programming.dev
- !destroy_my_game@programming.dev
- !voxel_dev@programming.dev
- !roguelikedev@programming.dev
- !game_design@programming.dev
- !gamedev@programming.dev
Rules
- Posts need to be in english
- Posts with explicit content must be tagged with nsfw
- We do not condone harassment inside the community as well as trolling or equivalent behaviour
- Do not post illegal materials or post things encouraging actions such as pirating games
We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent
Wormhole
Credits
- The icon is a modified version of the official godot engine logo (changing the colors to a gradient and black background)
- The banner is from Godot Design
founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
It definitely has more niche use due to the children interactions. Its pretty much just a shorthand for one specific case of function calls you would do so that you dont have to mess with all of reparenting, position, etc. for that case
Its more useful for engine and tool development (and is used in the engine for the change type button when you right click)
Off the top of my head a use case in a game would if for some reason you have placeholders, replacing the placeholder with the actual node. Another one is if your enemies change based on a specific metric in the game (e.g. once a run hits 1 minute all enemies change to be a harder enemy), you can just replace the old enemy node/script with the new one so that you get the updated script (would have to also manage the sprite in that case though)
@Ategon The placeholders thing makes sense!