godotengine / godotengine/godot-docs

Change NOTIFICATION constants to suggests alternatives, and explain when they run

Open
#9,586 0 comments 0 reactions 0 assignees View on GitHub
area:class reference enhancement
Dominant language
reStructuredText
Stars
5.7k
Forks
3.8k
Avg merge
1d 20h
Merged PRs (30d)
25

Description

**Your Godot version:**
4.2 steam

**Issue description:**
While looking for a signal or notification nodes have that run after the `_ready()` function, I found the notifications, and assumed `NOTIFICATION_READY` ran after the `_ready()` function, considering its description of
> Notification received when the node is ready. See _ready().

After testing, my assumption did not appear to be the case. Additionally, in the linked `_ready()` function description, there is this:
> Corresponds to the NOTIFICATION_READY notification in Object._notification(). See also the @ onready annotation for variables.

I realize now that this more shows that the notification is sent either when `_ready()` runs or just before it runs, but it could still use some enhancement, such as linking to the `ready` signal, perhaps something along the lines of "For scripts that need to run after the `_ready()` function of another node, await the `ready` signal." Seeing as another constant refers to the related signal, stating that it runs before the signal, I believe that the other constants should be checked and given a link to their related signal, if they have one.

**URL to the documentation page (if already existing):**
https://docs.godotengine.org/en/stable/classes/class_node.html

I do understand that I may be misunderstanding how these constants work, however in this case, from what I can tell, they run like signals being sent to the node itself.

Contributor guide

No contributing guide indexed for this repository

Assessment

This issue has not been assessed yet.

Get new issues in your inbox

A short digest of beginner-friendly GitHub issues.