I've got a couple of scenes that have functions attached to their ready and child_entered_tree signals (functions that live in non-tool scripts), and I'm noticing that I seem to be getting spammed with errors in the editor about the handler functions not being found -- particularly when switching between editor tabs. The scenes work fine in-game and don't emit any error messages there, so am I correct in assuming that the editor is firing these signals and then failing to find the associated methods because the script is not a tool script? Is there a recommended fix for this other than marking the scripts as tool scripts?
#Tree signals firing in editor?
1 messages · Page 1 of 1 (latest)
maybe answering my own question a bit but -- in case it's useful to anyone in the future -- this behavior seems to have been observed before:
GitHub
Describe the project you are working on Some projects in Godot 4.0 Describe the problem or limitation you are having in your project Godot 4.0 recently got a feature that allows you to unbind signa...