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Godot version: 3.1.1.
OS/device including version: Windows 10 64 bit
Issue description: I have two C# scripts, Parent.cs and Child.cs, and a scene (let's call it SceneA) as follows:
Then I instance that scene in another one (SceneB), and I add a script to the Parent node:
public class Parent : Node { }
public class Child : Node { public override void _Notification(int what) { switch(what) { case NotificationParented: if(GetParent() is Parent){ // Code } break; } } }
When I run SceneA, the code inside this if statement:
if(GetParent() is Parent){ // Never executed }
is not executed, and that's expected, but the same happens even if I run SceneB, where the Parent node should be an instance of Parent.cs class.
The code runs correctly if the Parent node inside SceneA has Parent.cs attached in the first place.
Seems like at the time NotificationParented is emitted the instanced scene is yet to be updated with overridden values?
The text was updated successfully, but these errors were encountered:
Can anyone still reproduce this bug in Godot 3.2.3 or any later release?
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Godot version:
3.1.1.
OS/device including version:
Windows 10 64 bit
Issue description:
I have two C# scripts, Parent.cs and Child.cs, and a scene (let's call it SceneA) as follows:
Then I instance that scene in another one (SceneB), and I add a script to the Parent node:
When I run SceneA, the code inside this if statement:
is not executed, and that's expected, but the same happens even if I run SceneB, where the Parent node should be an instance of Parent.cs class.
The code runs correctly if the Parent node inside SceneA has Parent.cs attached in the first place.
Seems like at the time NotificationParented is emitted the instanced scene is yet to be updated with overridden values?
The text was updated successfully, but these errors were encountered: