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Custom Signal variables do not show up in editor #8980
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Assuming fixed, please comment if it's not the case and we'll reopen the issue. |
Just recompiled Godot and the issue remains. |
It shows up after closing and reopening the scene. EDIT: actually, it shows after re-selecting the node. It works the same way as 2.1 for me. |
I'm having this issue with C#. Just applied this section. |
@erayerdin C# is a whole different beast compared to GDScript, so I'd suggest opening a new issue for this. |
I'm running into this issue right now code for my hud #HUD scene gdscript
extends CanvasLayer
signal start_game
func update_score(value):
$MarginContainer/Score.text = str(value)
func update_timer(value):
$MarginContainer/Time.text = str(value)
func show_message(text):
$Message.text = text
$Message.show()
$Timer.start()
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func _on_timer_timeout():
$Message.hide()
func _on_start_button_pressed():
$StartButton.hide()
$Message.hide()
start_game.emit()
func show_game_over():
show_message("Game Over")
await $Timer.timeout
$StartButton.show()
$Message.text = "Coin Dash!"
$Message.show()
I'm following a book so i may be doing something wrong |
+1 i am following this book too! i have the identical issue pls open this |
Please open a new issue. This was fixed in 2017, so the issue you have now is a new bug. |
Operating system or device - Godot version:
3.0
Issue description:
When you create a custom signal on a script - it does not show indicate it take in any variables from within the editor.
This is somewhat related to #6120 - but for the editor view. :)
Steps to reproduce:
Create script with signal - that takes in variables.
Go to editor and check the Node -> Signals tab for the custom script.
There should be a variable, but nothing is shown.
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