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Asked By | GonziHere |
Firstly, hi everyone :). I’m mainly working in Unigine, but I’m trying to toy with Godot and this is the first issue that I was unable to solve via the docs and google-fu :(. I am using c#, but I welcome the solution in all supported languages :).
So I basically just want to add “my object” to the scene, connect to its parameters, maybe flip character, maybe register to “area” volume, maybe whatever else, but I want to do it with object/interface type safety, basically. So that when I rename “area”, or change its tree structure, it won’t break everywhere…
I am familiar with the UE4 and UNIGINE and both could easily work with “spawned” actors/nodes, but I am unable to find the right way in Godot. Am I doing it inherently wrong?
The testing idea now was to have a tile for an endless runner. I need to spawn these “forever”, so I need to work with three tiles and every time the player crosses from the second tile to the third tile, I need to drop the first tile, create the “fourth” tile and move everything a tile back (so that I don’t run out of coordinates, etc). Pretty standard, easy stuff.
My instincts are to have some tile handler that spawns and despawns the tiles and communicates only with what he needs.