Comments (2)
I solved disabling the "enabled" variable in file src/scatter.gd in the funtion _exit_tree like this:
func _exit_tree():
#enabled = false
from scatter.
Oh good catch, that was not supposed to be part of the commit, I'll push a fix
from scatter.
Related Issues (20)
- Cache Issue HOT 4
- How to add NavigationObtacle3D from ScatterItem source scene HOT 1
- Duplicating ProtonScatter node results in a crash. HOT 6
- Game crashes if scatter gets removed while rebuilding HOT 4
- Attempt to call function 'get_icon' in base 'null instance' on a null instance HOT 1
- Proton Scatter dont appear on debug view + crash
- When running the game, some of the Scatter nodes aren't working
- Wrong initial scale on Y
- GODOT 4.3 DEV5 error when project open HOT 4
- Terrain3d and collider mask HOT 1
- Really long load times and lagging HOT 1
- Modifier to change exported variables value
- Collission CGS meshes HOT 1
- Getting error : Adding 'CollisionShape3D' as child to '' will make owner '' inconsistent. HOT 3
- Ignored parameter "mesh_instance/visibility_range_begin" on asset HOT 5
- Godot 4.3-beta2: "Script export type must be a global class." (modifier_stack.gd, line 15) HOT 2
- scale is wrong HOT 10
- Crashes Godot 4.3 RC1 shortly after loading
- scatter not projecting on mesh
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from scatter.