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?

  • Domi@lemmy.secnd.me
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    2 months ago

    Do you use C# since you’re coming from Unity?

    You can use GetNode<CustomNode>() or GetChild<CustomNode>() to find the node you need just like in Unity. CustomNode will be the type of your script or if there is no script attached to your node you can use the builtin types as well (e.g. Node3D).

    Once you have the node you want, you can either use Godots builtin functions SetMeta() and GetMeta() to set and get metadata on a node or use the C# way and access the public properties set on that CustomComponent class directly.

    I don’t use GDScript but I assume you have the same methods available there.