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author | Max Hilbrunner <mhilbrunner@users.noreply.github.com> | 2022-01-10 08:23:53 +0100 |
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committer | GitHub <noreply@github.com> | 2022-01-10 08:23:53 +0100 |
commit | dbaa9273eebda2f8c62798d1faedefb94c98af6f (patch) | |
tree | 4af0a982a78d1a8a5d813926daafbb590a400d98 /doc | |
parent | 5f7c1081a77433409c41fd9f4a0eb1fc2f791a4f (diff) | |
parent | 66fae485ea8cfccd1537981456d612926fe66d90 (diff) |
Merge pull request #56638 from skyace65/ScriptProperty
Add a note that the script property is part of the object class
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/Node.xml | 1 | ||||
-rw-r--r-- | doc/classes/Object.xml | 1 |
2 files changed, 2 insertions, 0 deletions
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 753492ad34..d714fbc0d5 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -15,6 +15,7 @@ Finally, when a node is freed with [method Object.free] or [method queue_free], it will also free all its children. [b]Groups:[/b] Nodes can be added to as many groups as you want to be easy to manage, you could create groups like "enemies" or "collectables" for example, depending on your game. See [method add_to_group], [method is_in_group] and [method remove_from_group]. You can then retrieve all nodes in these groups, iterate them and even call methods on groups via the methods on [SceneTree]. [b]Networking with nodes:[/b] After connecting to a server (or making one, see [ENetMultiplayerPeer]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos. + [b]Note:[/b] The [code]script[/code] property is part of the [Object] class, not [Node]. It isn't exposed like most properties but does have a setter and getter ([code]set_script()[/code] and [code]get_script()[/code]). </description> <tutorials> <link title="Nodes and scenes">$DOCS_URL/getting_started/step_by_step/nodes_and_scenes.html</link> diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index e796cb2298..f5f6ba8b6d 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -27,6 +27,7 @@ The [code]in[/code] operator will evaluate to [code]true[/code] as long as the key exists, even if the value is [code]null[/code]. Objects also receive notifications. Notifications are a simple way to notify the object about different events, so they can all be handled together. See [method _notification]. [b]Note:[/b] Unlike references to a [RefCounted], references to an Object stored in a variable can become invalid without warning. Therefore, it's recommended to use [RefCounted] for data classes instead of [Object]. + [b]Note:[/b] The [code]script[/code] property is not exposed like most properties, but it does have a setter and getter ([code]set_script()[/code] and [code]get_script()[/code]). </description> <tutorials> <link title="When and how to avoid using nodes for everything">$DOCS_URL/tutorials/best_practices/node_alternatives.html</link> |