From 6ae3d3beec1be17511b30c43a05e77c9a7206573 Mon Sep 17 00:00:00 2001 From: Saif Kandil <74428638+k0T0z@users.noreply.github.com> Date: Sat, 21 Oct 2023 19:18:21 +0300 Subject: [PATCH] replacing find_node() with get_node() as find_node() doesnt exist anymore Signed-off-by: Saif Kandil <74428638+k0T0z@users.noreply.github.com> --- tutorials/plugins/running_code_in_the_editor.rst | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/tutorials/plugins/running_code_in_the_editor.rst b/tutorials/plugins/running_code_in_the_editor.rst index ccfd6d3b0c6..032ebf0637b 100644 --- a/tutorials/plugins/running_code_in_the_editor.rst +++ b/tutorials/plugins/running_code_in_the_editor.rst @@ -329,7 +329,7 @@ If you are using :ref:`EditorScript`: func _run(): # `parent` could be any node in the scene. - var parent = get_scene().find_node("Parent") + var parent = get_scene().get_node("Parent") var node = Node3D.new() parent.add_child(node) @@ -342,7 +342,7 @@ If you are using :ref:`EditorScript`: public override void _Run() { // `parent` could be any node in the scene. - var parent = GetScene().FindNode("Parent"); + var parent = GetScene().GetNode("Parent"); var node = new Node3D(); parent.AddChild(node);