Closed markdibarry closed 2 years ago
For reference, this signal was added in https://github.com/godotengine/godot/pull/57541. cc @reduz
I wonder now, if it would be more useful to keep it as the child_exiting_tree signal...
Should we split this into two tickets? Rename child_exited_tree
as child_exiting_tree
and create a child_exited_tree
signal?
Can this be re-opened?
child_exited_tree was never created. I do see in the rename PR the author thought it was not needed, but I have a use case for it.
I want to use this for navigation. When a destructible environment object is destroyed, I want to re-bake the nav region, but the only hook I have is "exiting". So if I call bake in here, the nav mesh will still include the destroyed object. Yes, this can be worked around, but it's not ideal.
I find the slightly off parallels between enter and exit confusing. I initially saw "child_entered" and assumed the other would be "child_exited". Only after it wasn't working did I look closer and realize it was "exiting". "child_entering" and "child_exiting" or "child_entered" and "child_exited" make more sense as pairings (IMO), but we have a mix between the two currently.
Please open a proposal for this as it's a new feature and this has been closed for a long while
I actually just started a discussion here: https://github.com/godotengine/godot-proposals/discussions/9036
Godot version
4.0 dev (d9f8cad)
System information
Windows 10
Issue description
The new
child_exited_tree
signal should fire once a child has exited the tree, but it fires too early.Steps to reproduce
child_exited_tree
signalMinimal reproduction project
childExit.zip