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[3.x] Implement Scene Unique Nodes #60527

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merged 1 commit into from
May 2, 2022

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KoBeWi
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@KoBeWi KoBeWi commented Apr 26, 2022

Backport of #60298, including changes from #60511
Introduces small compatibility breakage: % is no longer allowed in Node names.

@KoBeWi KoBeWi added this to the 3.5 milestone Apr 26, 2022
@KoBeWi KoBeWi requested review from a team as code owners April 26, 2022 11:40
@KoBeWi KoBeWi force-pushed the unique_names_demastered branch 2 times, most recently from 74c1361 to e1c74ae Compare April 26, 2022 11:55
@Mickeon
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Mickeon commented Apr 26, 2022

Merging this in 3.x would allow more users to try the feature out and possibly address some design issues that may arise before 4.0 goes beta and locks compability-breaking features. I'm all up for that.

@akien-mga akien-mga merged commit 6ee6433 into godotengine:3.x May 2, 2022
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Thanks!

@elvisish
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Scene unique names cannot be used from autorun scripts as they are in a different scene in the tree, is this intentional?

@KoBeWi
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KoBeWi commented Jul 19, 2022

$"%Node" is functionally equivalent of owner.find_node("Node"). If your unique node belongs to another scene, you need to fetch the scene first, then node, e.g. $"Scene/%Node" or some_scene.get_node("%Node").

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$"%Node" is functionally equivalent of owner.find_node("Node"). If your unique node belongs to another scene, you need to fetch the scene first, then node, e.g. $"Scene/%Node" or some_scene.get_node("%Node").

This could be difficult if you're not sure the name of the main scene you're looking for the node in, which slightly defeats the purpose of this I guess? I think for global autorun work, groups are still faster and easier to work with.

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KoBeWi commented Jul 19, 2022

Well, unique nodes were designed to be used in the same scene. If you want global nodes, groups are indeed better.

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4 participants