@[email protected] to Godot • 1 year agoShould you always use preload() instead of load() when using GDScript?message-square11fedilinkarrow-up116arrow-down10file-text
arrow-up116arrow-down1message-squareShould you always use preload() instead of load() when using GDScript?@[email protected] to Godot • 1 year agomessage-square11fedilinkfile-text
minus-square@[email protected]linkfedilink2•1 year agoI personally have a ‘game launcher’ for all my separate projects which I’ll usually only launch one from, so I exclusively use load()
minus-square@[email protected]linkfedilink3•1 year agoWhy did you do that? I’ve always just used the project manager. Is it that version manager plugin that was posted here a while ago?
minus-square@[email protected]linkfedilink1•1 year agoNgl cause all my code is a mess and I have a lot of ‘addons’ that I don’t want to separate out but also haven’t been finished independently yet. Its my ADHD workflow but it works for me, its all just one disgustingly large project
minus-squareI Cast Fistlink2•1 year agoSo, something that might never see the light of a public release?
minus-square@[email protected]linkfedilink2•1 year agoOh my yes definitely, don’t follow my bad practices for release
I personally have a ‘game launcher’ for all my separate projects which I’ll usually only launch one from, so I exclusively use load()
Why did you do that? I’ve always just used the project manager. Is it that version manager plugin that was posted here a while ago?
Ngl cause all my code is a mess and I have a lot of ‘addons’ that I don’t want to separate out but also haven’t been finished independently yet. Its my ADHD workflow but it works for me, its all just one disgustingly large project
So, something that might never see the light of a public release?
Oh my yes definitely, don’t follow my bad practices for release