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The sequence in which methods and signals gets called in gdscript
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# as of godot 4.1 | |
_static_init | |
_init | |
_notification 20 Node.NOTIFICATION_SCENE_INSTANTIATED # only on instantiated scene roots | |
_notification 18 Node.NOTIFICATION_PARENTED | |
_enter_tree | |
tree_entered signal | |
_notification 27 Node.NOTIFICATION_POST_ENTER_TREE | |
_ready | |
ready signal | |
_input | |
_gui_input # Control only | |
_unhandled_input | |
_unhandled_key_input | |
get_tree().physics_frame signal | |
mouse_entered signal # emited by CollisionObject2D | |
mouse_shape_entered signal # emited by CollisionObject2D | |
input_event signal # emited by CollisionObject2D | |
_physics_process | |
_draw # from CanvasItem | |
_init.call_deferred until _physics_process.call_deferred | |
body_entered signal # emited by Area2D | |
body_shape_entered signal # emited by Area2D | |
area_entered signal # emited by Area2D | |
area_shape_entered signal # emited by Area2D | |
_integrate_forces # from RigidBody2D | |
_integrate_forces.call_deferred # from RigidBody2D | |
get_tree().process_frame signal | |
_process | |
_process.call_deferred | |
_exit_tree | |
tree_exiting signal | |
tree_exited signal | |
_notification 1 Object.NOTIFICATION_PREDELETE | |
# after exit tree only deferred call from external callables work, but they still get called before the next frame | |
_exit_tree.call_deferred until NOTIFICATION_PREDELETE.call_deferred |
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