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[Technical] Some Experience Gained in Godot Development (Long-term Update)

Published:  at  09:59 PM

I’ve used Godot to make some small games (or small things that might not be games). Although each project’s development time wasn’t long and the project scale wasn’t large, I still gained quite a bit of experience. So I’m recording it here to remind myself.

If you have your own experience, feel free to share in the comments.

Efficiency

  1. Before making a new feature, search first to see if there’s an existing plugin. Even if it’s an outdated plugin, you can learn the approach from it.

Tips

  1. Use signals more, avoid cumbersome node access.
  2. Avoid frequently switching scenes (change_scene_to_file() method), otherwise the performance overhead is large. Consider using a Main root node to organize the scene tree.
  3. Avoid high-consumption operations in _process() (or other frequently called methods), such as loading assets.
  4. Try to use the @export method to load nodes with complex paths, avoid writing node paths directly in scripts, so there won’t be problems after changing node paths.
  5. Don’t forget when using GDScript that some methods already exist in C#.

Errors


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