this post was submitted on 30 Jul 2024
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submitted 3 months ago* (last edited 3 months ago) by [email protected] to c/godot
 

I am coming from a Unity background and there I just had a component of some custom class in the scene which I could then easily get by calling FindInScene<CustomComponent> or something like that. Not in Godot this doesn't work, because I didn't find a way to get the actual class of an attached script. I always just get GDScript as the class name even though I did specify a custom one.

The information I want to save are things like: where to spawn players, how many laps will this race have, maybe save references to the spawned players, etc.

So how would I save this "meta" information to get by another script in Godot?

EDIT: here is an example: I have a main scene which can load different levels. When loading a level I need to get some information about that level, like: the available spawn points. Inside each level I have a node with a script attached to it that defined class_name LevelMeta and holds the meta information that I need when loading the level. How do I detect this script and the associated meta information?

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[–] [email protected] 2 points 3 months ago

I would create separate nodes for each piece of metadata within the scene you are loading, you can use a Node2D (or Node3D) to store a position (such as a spawn point) and there is a Timer node which can hold the time for a level.

Alternatively, under the node inspector there is an option to “Add Metadata”, which might be more along the lines of what you are looking for. It can be read with the get_meta function.