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-rw-r--r--doc/classes/Object.xml5
1 files changed, 5 insertions, 0 deletions
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml
index 8d08688b41..3d8c2c5eb0 100644
--- a/doc/classes/Object.xml
+++ b/doc/classes/Object.xml
@@ -97,6 +97,7 @@
[codeblock]
call("set", "position", Vector2(42.0, 0.0))
[/codeblock]
+ [b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
</description>
</method>
<method name="call_deferred" qualifiers="vararg">
@@ -109,6 +110,7 @@
[codeblock]
call_deferred("set", "position", Vector2(42.0, 0.0))
[/codeblock]
+ [b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).
</description>
</method>
<method name="callv">
@@ -203,6 +205,7 @@
</argument>
<description>
Returns the [Variant] value of the given [code]property[/code]. If the [code]property[/code] doesn't exist, this will return [code]null[/code].
+ [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>
<method name="get_class" qualifiers="const">
@@ -402,6 +405,7 @@
</argument>
<description>
Assigns a new value to the given property. If the [code]property[/code] does not exist, 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>
<method name="set_block_signals">
@@ -422,6 +426,7 @@
</argument>
<description>
Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling [method set] via [method call_deferred], i.e. [code]call_deferred("set", property, value)[/code].
+ [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>
<method name="set_indexed">