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Unexpected behaviour of set_process(false) #94710
Comments
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Concluded testing, it only works with _ready. func _init():
set_process(false) # FAIL
func _enter_tree():
set_process(false) # FAIL
func _ready():
set_process(false) # OK Don't know if this intended behavior or not. |
#7894 describes a different problem than what is reported in here, and #7894 seems to be already solved/fixed indeed. This issue is rather a duplicate of #31946. Basically if Lines 193 to 215 in e343dbb
See also godotengine/godot-proposals#1008.
Note that in the
cc @Mickeon |
Yeah, there's no reason not to cherrypick the next PR, if not because other minor PRs may have made it a bit annoying to. |
Tested versions
4.2.stable
System information
Godot v4.2.2.stable.mono - Ubuntu Core 22 - Wayland - Vulkan (Forward+) - integrated Intel(R) Graphics (ADL GT2) - 12th Gen Intel(R) Core(TM) i5-12500H (16 Threads)
Issue description
I found out post about the same problem: #7894
As I understood the answer from reduz
It was considered as bug. Let me know if not, please.
Issue was closed as completed.
Steps to reproduce
I created 2D Scene (Main) and added main.gd:
Output:
Minimal reproduction project (MRP)
bug.zip
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