How to raise an error with a message?

:information_source: Attention Topic was automatically imported from the old Question2Answer platform.
:bust_in_silhouette: Asked By shianiawhite

Another question already asked about raising an error, but their question was really asking how to stop the debugger at a given point. And so the answer addressed that real question rather than how to raise an error (additionally, the question is a few years old now and may hav changed). Is there a way to actually raise an error? Preferably passing an error message? Thank you!

What do you mean by “raise an error”?

Zylann | 2018-06-12 17:30

I think it’s related to the concept of exception handling, Zylann.

Ertain | 2018-06-13 06:58

Godot doesn’t suppot exceptions, at least not like common languages do it. It only has asserts or error prints. Is it about the latter?

Zylann | 2018-06-13 12:39

I think it’s about printing an error. Or more of, when the program is executing, the programmer would like to handle an error the best way they can. For example, what I usually do when I can catch an error, I use the following:

if (foo != "bar"):
    print("It's not a foobar!")
    get_tree().quit()

I hope that clears things up.

Ertain | 2018-06-13 16:36

:bust_in_silhouette: Reply From: betalars

If you want to have a message appear in godot’s built-in debugging tools, you can do so by “pushing” errors or warnings…

push_warning ( String message )
push_error ( String message )

Here’s a Link to the Documentation.

I hope it’s the same concept you referred to with “raising” warnings/errors.

1 Like