My script sets this value in editor. How can I keep the the changes when saving the scene?

class Anchor:
	var offset: Vector3
	var connected: Node3D
	var end: bool

var anchors: Array[Anchor]

I found this issue, so I tried fiddling with _get_property_list(), but that didn’t work. It also doesn’t seem that I can export the var.

Thanks

  • Silicon Dryad@eldritch.cafe
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    1 year ago

    @ICastFist more or less, but you still probably want your Anchor to extend something, be it Object, Node, Node2D, Control, etc.

    If your anchors are going to be part of the scene tree, as in you’re adding them as node children of (an)other node(s), then you will need to at least extend Node. If you want your anchors to have a position, then Node2D (or 3D depending on how you need it to behave). If your anchors are part of your ui, then Control might directly be the best, and so on.

    If your anchors are not going to be part of the tree itself, but just stored and/or passed around by nodes as data, I would encourage you to give this page of the docs a read: https://docs.godotengine.org/en/stable/tutorials/best_practices/node_alternatives.html

    • Bezier@suppo.fiOP
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      1 year ago

      Thanks for that link, I now have learned why it didn’t originally work (and that other features like reference counting aren’t employed by default!).

      The solution, if anyone needs this in the future:

      # Separate file
      extends Resource
      class_name Anchor
      
      @export var offset: Vector3
      @export var connected: Node3D
      @export var end: bool
      

      It adds namespace pollution, but I’ll deal with it by prefixing it with the original script’s class.

      • Silicon Dryad@eldritch.cafe
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        1 year ago

        @Bezier yeah it’s good to know about the differences between Object and RefCounted when you’re making custom data containers.

        Personally, I’ve been suffixing my custom/“game object” resources with “-Rs”, as in I have PlayerRs, FileRs, DownloadRs, etc.

        The namespace pollution is definitely part of the trade-off from just preloading wherever you need the class.