I am coming from a Unity background and there I just had a component of some custom class in the scene which I could then easily get by calling FindInScene<CustomComponent> or something like that. Not in Godot this doesn’t work, because I didn’t find a way to get the actual class of an attached script. I always just get GDScript as the class name even though I did specify a custom one.

The information I want to save are things like: where to spawn players, how many laps will this race have, maybe save references to the spawned players, etc.

So how would I save this “meta” information to get by another script in Godot?

EDIT: here is an example: I have a main scene which can load different levels. When loading a level I need to get some information about that level, like: the available spawn points. Inside each level I have a node with a script attached to it that defined class_name LevelMeta and holds the meta information that I need when loading the level. How do I detect this script and the associated meta information?

  • BentiGorlich@gehirneimer.deOP
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    3 months ago

    Yes exactly. but how do I detect a specific script in my scene view? Or in other words: how do I find the source of my meta information in a scene?

        • unexposedhazard@discuss.tchncs.de
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          3 months ago

          I see, looks like that is actually an issue.

          https://github.com/godotengine/godot/issues/21789

          Seems like you have to overwrite the get_class function if you want to detect custom classes.

          extends Node2D
          
          class_name CustomClass
          
          func get_class(): return "CustomClass"
          func is_class(name): return name == "CustomClass" or .is_class(name) 
          
          
          func _ready():
          	print(get_class())
          	print(is_class("CustomClass"))
          	print(is_class("Node2D"))
          
            • unexposedhazard@discuss.tchncs.de
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              3 months ago

              Defining a unique class name gets you the same thing as giving each script a unique filename and then differentiating between the get_script().get_path() but i can see how its not as clean for comparison.

              Another solution would be to just give all your custom classes a var called “class_id” or something and then you can read that out if you need it.

                • unexposedhazard@discuss.tchncs.de
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                  3 months ago

                  Im assuming you have a predefined level scene, which you instantiate and add as a child to your main scene. If i were to save a bunch of metadata about that level scene, i would add a dictionary named “level_data” to the script of the root node of that levels scene.

                  extends Node
                  
                  var level_data = {
                  "spawn_point": Vector2(x,y),
                  ...
                  }
                  

                  After you instantiate that level from your main scene with:

                  var level1_tscn = load("res://path/to/tscn")
                  var level1 = level1_tscn.instantiate()
                  

                  You can then get the metadata from that instance reference.

                  print(level1.level_data["spawn_point"])
                  
                  • BentiGorlich@gehirneimer.deOP
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                    3 months ago

                    That seems very nice. Thanks for the input :) I am very much new to Godot and I gotta say most Unity systems in my head still work, but some just let me run against a wall, like the one I described here XD