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?

    • unexposedhazard@discuss.tchncs.de
      link
      fedilink
      arrow-up
      3
      ·
      edit-2
      4 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 or modify the metadata from that instance reference.

      print(level1.level_data["spawn_point"])
      

      When you are done you can then add it as a child to the main scene with add_child(level1).

      You can also do that right away and access the data later ofcourse, but if the values are needed in the _ready function of the level, then you need to modify them before adding the child.

      • BentiGorlich@gehirneimer.deOP
        link
        fedilink
        arrow-up
        1
        ·
        4 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

        • unexposedhazard@discuss.tchncs.de
          link
          fedilink
          arrow-up
          2
          ·
          4 months ago

          Added something to the previous comment.

          Im also not super experienced, i just make unsuccessfull attempts at making games from time to time :) But i do love godot a lot.

        • unexposedhazard@discuss.tchncs.de
          link
          fedilink
          arrow-up
          1
          ·
          4 months ago

          You generally use the same logic for literally everything in godot.

          Spawning a bullet, enemy, item, ui component?

          Instantiate, set values, add_child