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authorMax Hilbrunner <mhilbrunner@users.noreply.github.com>2022-02-02 16:31:26 +0100
committerGitHub <noreply@github.com>2022-02-02 16:31:26 +0100
commit68e62fb5cde0891416e0eed5f4e3f9e9d5f63d82 (patch)
treebdf290477cc3357a25fda58360e6c77359032ee1 /doc/classes
parentc8ee8082f49f4051d7143e24961c45c56910997a (diff)
parentbb7d00388106920393e6140e9d26f3c047e12433 (diff)
Merge pull request #57540 from mhilbrunner/docs-object-set
DOCS: Object.set() does nothing on type mismatch
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/Object.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml
index f5f6ba8b6d..bdc3a09322 100644
--- a/doc/classes/Object.xml
+++ b/doc/classes/Object.xml
@@ -490,7 +490,7 @@
<argument index="0" name="property" type="String" />
<argument index="1" name="value" type="Variant" />
<description>
- Assigns a new value to the given property. If the [code]property[/code] does not exist, nothing will happen.
+ Assigns a new value to the given property. If the [code]property[/code] does not exist or the given value's type doesn't match, nothing will happen.
[b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
</description>
</method>