I'm trying to make come objects get destroyed by code, so certain levels will only have the objects it needs, and doesn't need to compute objects it doesn't.
However, after triple checking I got the nodepaths correct, the objects just aren't getting destroyed.
Here's the (relevant) code:
export(Array) var itemsToDelete
if itemsToDelete.size() > 0:
for item in itemsToDelete:
What do I do? I'm using Godot 2.1, by the way.