dotnetdummy

  • Feb 13, 2023
  • Joined Jan 29, 2023
  • 1 best answer
  • Could it be that you are missing a param in the method? When I connect signals on on_body_entered I usually do something like this (using Godot4 in this case):

    public override void _Ready()
    {
        BodyEntered += OnBodyEntered;
    }
    
    private void OnBodyEntered(Node body)
    {
        GD.Print($"Body {body.GetType().Name} entered");
    }
    • Sabb replied to this.
    • JusTiCe8 Strange, my project worked after I toggled the loop to false. I also had to enable the "Autoplay on Load" on some of my animations to get the old behavior of toggling "Playing" in the inspector.

    • I had the same problem and I even started making an issue with minimal project etc. Then I saw what it was. All animations becomes looped by default, even if they were "OnShot" before beta 16.

      Just check the "Loop"-toggle in the lower left corner of your screenshot there and it will trigger the "animation_finished"