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
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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 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 it to the main scene.

            • 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

              • unexposedhazard@discuss.tchncs.de
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                3 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
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                3 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