I discovered that functions like _enter_tree() or_process() in gdextension are overridden by regular scripts.
When it's the case, the C++ code we wrote for nodes was no longer executed, leading to their positions no longer updated.
I no longer override those usual lifecycle callbacks anymore and rely on notifications instead.
_notification() is safe to override, Godot treats this method as a special case and call all implementations across native objects, extensions and scripts.
I discovered that functions like
_enter_tree(
) or_process()
in gdextension are overridden by regular scripts. When it's the case, the C++ code we wrote for nodes was no longer executed, leading to their positions no longer updated. I no longer override those usual lifecycle callbacks anymore and rely on notifications instead._notification()
is safe to override, Godot treats this method as a special case and call all implementations across native objects, extensions and scripts.