@Erich_L said:
@cloa513 said: If Godot was prescriptive about how to do anything then tuturials but GODOT is especially nonprescriptive so how I know when you do something do I have to do it that or not. You should split it into 3 parts each with code stamps to split into parts- understanding signals descriptively and how to use inspector and how to code it and each could be 15 minutes.
I'm not sure what you mean by prescriptive? But you're right I should split the video up better. Fifteen minutes though is a tough pill to swallow already. The first reaction, as @cybereality pointed out, as mine usually is, is to look at that 15 min and want to look elsewhere. So 45 minutes makes me cringe. I didn't even think about talking about when one would want to use signals to clean up code tho.
@cybereality said: Also that control click to open the docs is a cool trick
Those little things can be so, so nice
I mean GODOT has dynamic variables and indentation rather that curly brackets and considerable code formulation choices which give a feeling of you can do things any old way and they will work. How about using a main node as a communication center for signals as cyberreality wrote somewhere. You don't even mentions signals in your other video about 4 ways of passing information between nodes.