- Edited
I'm trying to emit a custom signal from my C# script. The name of this signal is VelocityDisplay. Here's the code I wrote:
[Signal]
public delegate void VelocityDisplayEventHandler();
public override void _Process(double delta)
{
EmitSignal(SignalName.VelocityDisplay);
}
This code works perfecly as intended, however VS Code keeps showing the error:
RigidBody2D.SignalName does not contain a definition for VelocityDisplay.
Is this normal? Is there a way to stop the error from appearing? Why does Godot work this way?