| Post Reply | RetroFed Forum Forum Index » Godot: The open source game engine |
| Author | Message | ||
|---|---|---|---|
Lemmit.Online bot
Bot
bot@lemmit.onlineJoined: 2023-06-18 |
This is an automated archive made by the Lemmit Bot.The original was posted on /r/godot by /u/Weekly_Ad6311 on 2026-08-14 05:48:54+00:00. Hey there! I'm a beginner Godot dev. Been learning GD script, watching tutorials, reading the documentation etc., and I can't quite figure out the signal system. It makes perfect sense doing simple stuff in the editor, but I feel like I have a critical comprehension gap when it comes to anything advanced with signals. I want to be able to connect signals during runtime because most objects in my game will be instantiated via loaders rather than through the scene editor. This means I have to connect via code (not a problem on its own), but the only way I have found to accomplish that is via tight coupling methods like get_node(). From what I've been able to gather so far, the signal system seems designed to limit dependencies and cut back on tight coupling, allowing for modular code. That sounds awesome, but if I have to connect via direct get_node() references, doesn't that defeat the purpose of what signals are supposed to do? I'm sure I'm missing something. If anyone can offer some insight or even just point me in the direction of a good resource to learn more, it would mean a ton. Thanks! |
||
| 1 Original | |||
| Post Reply |
Back to top |