Godot 4.2.2 *ps i have asked this on godot forumn but no replied yet so i decided to ask here
Hello everyone,
I’m having trouble with instancing my jump_effects(). I’ve been trying to debug it for hours and HOURS but I couldn’t find a solution, well i have asked something regarding this issue but i have fixed the error now comes the new issue. I have a scene that manages jump effects,
This scene contains an AnimationPlayer node with various animations, such as “landing” and “double”. I use get_animation_list() to fetch the list of animations
for testing purposes to check if its EVEN instancing I created a landeffect() function and it worked so its got nothing to do with position or my code with instancing. However the jump_effects() function does not instance anything or play the animations as expected when I get the string name e.g “landing” which is the same as my animation player animation name. it never throws an error or anything and despite being called and printing debug messages, it does not instance the effect or play the animations.
I have a Scene that manages jump effects here’s an example.
@onready var animation_list: PackedStringArray = animation_player.get_animation_list()
var current_animation: String = "landing"
func _physics_process(_delta):
if current_animation in animation_list:
animation_player.play(current_animation)
func _on_landing_effect_animation_finished():
self.queue_free()
func _on_double_effect_animation_finished():
self.queue_free()`
Here however is when I call the functions.```