0 votes

Whether I connect them via the editor or in code, they don't connect, and there is no error. I am not sure how this code is different from the Button nodes I use that work fine.

extends ScrollContainer

onready var scene = get_tree().get_current_scene()

func _ready():
    pass
    #connect_signals() #this does not work either

#func connect_signals():
#   connect("scroll_started", self, "_on_Scroll_scroll_started")
#   connect("scroll_ended", self, "_on_Scroll_scroll_ended")


func _on_Scroll_scroll_started(): #never connected or called
    scene.get_node("State/Camera2D").call_function(false)


func _on_Scroll_scroll_ended(): #never connected or called
    scene.get_node("State/Camera2D").call_function(true)
Godot version 3.4.2
in Engine by (57 points)

2 Answers

0 votes
Best answer

Seems like a known issue (bug):

https://github.com/godotengine/godot/issues/22936

Maybe you can use get_<v or h>_scrollbar.connect("scrolling", self, ... as a workaround. Depends on what you want to do of course.

by (1,517 points)
selected by
0 votes

Remove the # from Infront the functions also remove pass from beneath func _ready():. If "pass" is there the computer won't read what's beneath "pass".

by (445 points)

I have tried without the comments. Signals can be connected in the editor without calling connect() in code. But either way, isconnected("scrollstarted", self, "onScrollscrollstarted") returns false.

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