![]() Meaning that it isn’t necessary to pool objects. Godot does not work like Unity, there is no garbage allocation for objects and allocating and freeing scenes and classes is generally fast in Godot. How performance intensive is it to remove nodes? get_tree().change_scene("res://path/to/scene.tscn") However, there is also a method to just switch scenes. Var other_level = new_level_resource.instance() Var other_level_resource = load("res://path/to/scene.tscn) Var level = get_tree().get_current_scene() So in order to remove a loaded scene you have to call this: var root = get_tree().get_root() yield(get_tree().create_timer(2.0), "timeout")Īll scenes are a child of the root node. Keep in mind that all the code after the yield is affected by the delay. nnect("timeout", self, "queue_free")Īnother methodology is to delay the current code execution of a method using yield. # Connect the timer to make it call "queue_free" after two seconds Afterwards it gets bound to the “queue_free” method with a time set to 2 seconds. As you can see in the code, a new timer instance gets created and added as a child to the node. It is useful to keep in mind that projectiles may still have collision after impact, so it is important to turn off all required logic after impact. In this case it may be useful to start destroying the object node after a certain amount of time. Sometimes when you have projectiles such as bullets in your game, you may want to display some kind of impact animation by scaling the button up. Using call_deferred(“free”) will ensure the node gets destroyed, even if it is locked.ĭestroying a node after a set time or delay If the node is locked and you call queue_free() you get this error: “Attempted to free a locked object (calling or emitting)”. Or in other words, it pushes a message and it’s parameters into a queue that gets de-queued in the main thread.Ĭalling call_deferred(“free”) is useful if the node you want to free a node that is currently locked. What is the difference between queue_free() and call_deferred(“free”)?Ĭall_deferred(“free”) is a safe way to call free(), call_deferred(“method”) ensures the method gets called when the next idle frame happens on the main thread. You can do so by calling: for child in node.get_children(): In case you are interested in clearing all the children of a node. You can check if a node is already freed by calling the following code: is_instance_valid(node) Mainly because there may be residing dependencies with the code that still gets executed by child nodes. There is also free(), the main difference between them is that queue_free() gets called the next frame. This is the most standardized way of removing or “destroying objects” within Godot. To free, destroy or remove a node you simply call this on the node: queue_free() In case you don’t understand how nodes can be obtained in Godot, then I recommend reading this article: How to obtain components (nodes) in Godot How to remove a node directly Most of the operations mainly have to do with modifying the current node structure. There are several methods that allow you to destroy an object (node). The scene consists of multiple other nodes. A scene is just a node that is placed at the top of the hierarchy, under the root node. When trying to destroy an object in Godot, you have to take into consideration that Godot works with nodes. How should I approach destroying objects in Godot? If you want to remove a node with a delay you can choose to use timers that are linked to the “queue_free()” method. In case you want to unload all nodes, or in short the entire scene you can easily get it by calling get_tree().get_current_scene() and removing it as child from the root node. ![]() You can check if the node is still valid by calling is_instance_valid(node). Or you can call this method on any node reference. You can call queue_free() in the script that is attached to the node. Destroying an object or node in Godot is quite easy.
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