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Physics process can't be disabled with set_physics_process(false) before _ready(). #31946
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I wouldn't necessarily say it's a bug. But you should be able to change the processing behaviour anytime - in my opinion. The code affecting this behaviour should be the following: Lines 141 to 147 in b679f62
One concern arises and it's "how does the engine know if you manually set the processing to be false". Currently all nodes default to disabled processing unless they are "ready". |
The documentation of So this looks like the intended behaviour. I wouldn't treat it as a bug. |
@TheFlamyy Yes, hard to consider it a bug. Just an odd implementation restriction. Though the issue is that documentation doesn't really alleviate the awkwardness of this one. I don't think most have the habit of checking and rechecking the docs on every minor setter/getter on the off chance it has very specific limitations like this. I had found it from inspecting the code, and until you mentioned it, had completely missed it was documented since this behavior was last changed. |
Godot version:
75cbcb5
OS/device including version:
Win10 64-bit
Issue description:
Physics processing is turned on by default when the function is defined in GDScript, and it has to be manually disabled. This works fine, only during and after
_ready()
, it can't be set earlier than that.It's unclear if this is a bug or undocumented behavior.
https://docs.godotengine.org/en/3.1/classes/class_node.html#class-node-method-physics-process
Note - Same is true of
_process()
.Steps to reproduce:
The following code provides an example of the failure to flag processing off.
Minimal reproduction project:
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