Reference: Godot 3.1 Beta 1
Ported my project from 3.0 to 3.1 and bam, lots of errors, "Well let's start fixing them.", but the majority of the errors were:
"XYZ is declared but never used in the script."
Okay, so what do I do them? I commonly used this type of scripting:
onready var FutureItem = "" #Store a var type string for future use
And later, another object would access the first one, and change the var.
func Collision():
OtherNode.FutureItem = "GRENADE"
I am having problems with my singletons, which creates a var, but in that script, it does not adds nothing to it, but other scripts access it and add values later on the game.
I am sure Godot is advancing, but I couldn't understand the reason for this to be considered an error,
It is a bad idea to store variables for future use?
Thanks in advance for any help you can bring me,