0 votes

When I create an internal class in a script, the gdscript intellisense doesn't seem to know about the variables of that class, and typing out the variable leaves that variable written in red text. For example, say I had something like this

 class Something:
    var trialArray = Vector2Array()

func SomeFunction():
    var trialSomething = Something.new()
    trialSomething.trial_array =....

the "trialArray" text attached to trialSomething would be in red, and wouldn't have come up as an intellisense option for trial_something.

Is this functioning correctly (just a result of gdscript not being a statically typed language?), or is my version of Godot not working correctly? If it is functioning correctly, do you have any tips for getting around this/getting used to it? Do you just keep going back to the classes you are using and making sure you get the variable names spelled right?

in Engine by (30 points)

I don't know if this is the expected behavior, but I've noticed the same thing, as well as with e.g. supertype members and functions, so it isn't just you.

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