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While loops are resetting themselves after completing condition #16868
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Isn't it deprecated to do |
No error and I have no idea if it's deprecated or not. I didn't know how to do it so that's what I found online. Is there another way to spawn an instance of that sprite? |
Do you have a small project that reproduce this issue? I can't reproduce with the code attached. |
https://www.dropbox.com/s/gzg966nv543beiy/Civ.zip?dl=0 Here is the project. It seems like the problem is actually being caused by func _ready(): being called twice. |
I created a new project in which I made a dummy
I would say there is a problem in your project. Also, another thing that miiiight cause this is adding a child node from within a Edit:
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Oh. Seems like my node is present twice. It's a child of MainMenu and then it gets called later. I just removed it as a child of MainMenu and calling it as before worked fine. |
If there is no error, it should work. Generally add_child works on _ready
for the same node or children
…On Feb 20, 2018 17:45, "LockManipulator" ***@***.***> wrote:
No error and I have no idea if it's deprecated or not. I didn't know how
to do it so that's what I found online. Is there another way to spawn an
instance of that sprite?
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Godot 3.0 using GDscript.
Windows 10.
After a while loops completes, it resets and loops a second time.
To reproduce:
From the print statements you can see that the size of created_planets reaches 3, then somehow everything in it gets deleted and it loops through again.
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