Seems very much like adding properties like you do in javascript, except it isn't the default. Ultimately each object is mostly a dictionary so get/set meta replicates this trait.

Pretty useful when you want to add arbitrary data to an object; especially when the object's a built-in that can't be given new properties without editing Godot itself.

Yeh, in the end you are adding 'properties' but outside of a script, which is the main advantage since you can stash data into various objects as needed.

I started using this as a pattern in state machine code to embed information relevant to specific response calls at the state or FSM level. Very handy.

@cybereality

using it for breadcrumbs atm. it has some advantages over using a hash in a different set of objects to do the same

2 months later

An example would be if you have a level select and want each level choosing button to be an instance of a scene. You could use the metadata editor addon to just tell it which level to go to when the player, say, puts a box on it.

a year later