so now im trying to serialize/deserialize godot structures for my save/load system, and apparently
Object.get_class() -> String
returns the builtin/native class name from which a class derives, not the name of the actual classScript.get_global_name() -> String
which returns the class_name
of a script!im
and while i’m thinking about types, i’m sure there’s a good reason but why are there so many special cases in the godot typeof
keyword??? vector2, vector2i, vector3, vector3i, vector4, and vector4i are all entirely distinct from one another?? like, those things aren’t similar in the slightest??
ah, in a similar vein, ClassDB
, the “class information repository” for “every available class”, only stores engine classes. script/user classes are stored in ProjectSettings
@foxysen ah yeah, that’s fair. bevy’s not ready (for me, anyway) and requires too much tooling to have all the stuff required to make the games i wanna make. i want to get a feel for the current state of engines so that i can make an informed decision about what i wanna use for the stuff i’m working on