How to connect signal of multiple of the same child node?

I'm making a boardgame, meeples like Player and NPCs move around locations on a map. I'm trying to figure out how to do the movement.

Right now, I have a generic Location scene that is just an Area3D with a collision shape. I added multiple of this same scene as differently named nodes into my Map scene. Such that when the user clicks that area, I emit a signal within this event which passes its name and position.... and now I don't know what else to do.

(scene tree example)

Main

  • Player
  • Map
    • Area_1
    • Area_2
    • Area_3

What I want to do is, send this custom signal to a parent node that will get the location's position and move the player to it. I'm not sure how to go about this. Every example I can find on signals just shows 1 to 1 signals, when I'm trying to do Many to 1 relationship.

Do I automatically connect the child to this parent node within the child's ready function? Do something with groups? Or something else entirely? All I want to do is;

Click Area3D (there are multiple Area3D that are clickable) > Move Player to Area3D that was clicked.

I'm newbie so I'm definitely something obvious here, any help is appreciated!

SOLUTION?

https://kidscancode.org/godot_recipes/basics/node_communication/#4-using-owner

Within the ready function of the child node, I connected itself to the 'owner' (in my case it's the map), passing the name of the node with it.

Danke yall!

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πŸ‘€︎ u/vjdarkworld
πŸ“…︎ Jan 05 2022
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why is the get_node() function not finding the child node? (The viewport.gd is the script of the Node2D)
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πŸ‘€︎ u/UnReaL_EU
πŸ“…︎ Jan 14 2022
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Make another scene in main node the child of another node?

I'm trying to make an item picking up system. When the player touches an item I want that item to become A child the player so that it moves with the player . (Also if you have a better solution for this please tell me.)

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πŸ“…︎ Jan 08 2022
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Question: how much reduction in speed should I expect from child nodes. I pay for 200mbs however the readings on the childs are consistently 30 or less… eero 6 duel band mesh system
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πŸ“…︎ Jan 01 2022
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Is there any way to make a child process sleep or freeze in node.js ?

Recently, I am working on a process management tool, and I want to know whether the child process created by fork can be frozen. Reduce system resource usage after frozen, and then manually wake up it in a certain way.

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πŸ‘€︎ u/nojsja
πŸ“…︎ Dec 20 2021
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Automatically apply child nodes
  • Current workflow:

    • I write something and want to link to another block.
    • I write (()) and search for the block, press enter.
    • Then I click on the new bullet and select "apply children - as references"
    • OR I control-drag the block from the right sidebar, then "apply children - as references". Same result.
  • Can I do this without using the mouse?

    • Is there another way of searching for another block than writing (()) that will automatically apply all childs as references?
    • Or is there a way to perform the "apply nodes - as references" steps using only the keyboard?
  • Any inputs welcome!

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πŸ‘€︎ u/SACopper
πŸ“…︎ Jan 05 2022
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Unable to add child node on whw01: solid red light after resets

Hey y’all. I’m currently in Karachi Pakistan, and mesh networking equipment is sparse here atm. I was able to get my hands on 2 whw01 boxes. There were issues from the start.

When trying to setup the parent node my box would keep showing solid red, even after holding the reset button for 10 seconds. After booting up, box would always show solid red. I did the setup WITHOUT Bluetooth by manually logging into the router Wi-Fi provided at the bottom of the node. This helped and allowed me to setup the parent node, which works great.

The problem is that I am unable to wirelessly setup the second node (haven’t yet tried wired). No matter what I do it always shows solid red after booting, and I can’t figure out a way to add a node without Bluetooth. I never get a solid purple on the child node im trying to add.

Please if anyone can help it’d be much appreciated.

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πŸ‘€︎ u/stormelc
πŸ“…︎ Dec 24 2021
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(Node.JS) How would you create a child process to run a function?

I have read a little bit about creating children however I still do not really understand it. I am trying to do something like this:

  • start button is clicked, function runs.
  • stop button is clicked, function is killed.

I want the functions to be run in separate processes from the parent. So from here I am assuming that I need to spawn a child that will run the function? If so, how would I properly implement this? This is so specific instances are killed, rather than the whole process itself.

Still new to all of this so any help is appreciated.

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πŸ‘€︎ u/Leaf7_
πŸ“…︎ Nov 28 2021
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Is it possible to export vars up the chain from scripts attached to child nodes?

Is it possible for children nodes of a top level node export vars?

I have a game node called "portal" - the parent node has a script which exports several vars used when I instance this object. However, these variables are actually used in a script in the child "Area2D" node. (i.e., note how there are two scripts attached below)

https://preview.redd.it/is2hm8au0o181.png?width=732&format=png&auto=webp&s=198b1f4dfbf0fd1a8c7bb4062e39d504210431ae

Here's the header of the script attached to my parent node:

extends Node2D

export var destination = ''
export var destination_x = 0
export var destination_y = 0

This node has a child, an Area2D, which uses these variables. In this script, I currently do:

func _on_portal_body_entered(body):
	
	SceneSwitcher.switch_scene(
		get_parent().destination,
		Vector2(get_parent().destination_x, get_parent().destination_y)
	)

Is this pattern (i.e. using get_parent().destination_x) typically what is done in this situation? Is there a way to expose the vars in the child node script "up the chain" to the parent?

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πŸ‘€︎ u/doubleocherry
πŸ“…︎ Nov 25 2021
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Making child node independent from parent position after firing.

My node structure looks like Camera<Hook<Grapple. The Camera moves with mouse movement. I want the Grapple to shoot where I'm facing, but not divert its path once the mouse is moved.

I tried using

$Grapple.set_as_toplevel = true

to no avail. I can't seem to spawn Grapple in the direction I'm facing when this is true; its set at a location and I can't change it.

Any suggestions will be appreciated.

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πŸ“…︎ Oct 30 2021
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How to add a new instanced child to a node each loop in a while loop.

I am trying to add a new child to my enemy holder node each loop.

func place_object_in_rooms(object_scene: PackedScene, rooms: Array):
	var i = 1
	var object = object_scene.instance(PackedScene.GEN_EDIT_STATE_INSTANCE)
	for room in rooms:
		while i &lt; enemy_count:
			enemy_holder.add_child(object)
			object.global_position = room.position * 16
			i += 1 

but I get this error.

add_child: Can't add child 'TestEnemy' to 'EnemyHolder', already has parent 'EnemyHolder'.

sorry if am wasting your time but any help would be much appreciated.

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πŸ‘€︎ u/banana_man123768
πŸ“…︎ Nov 16 2021
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Player as a separate scene or child node of parent scene?

Hi all, I'm new to Godot and game dev in general. I've seen tutorials where the player is a child node of the current scene and tutorials where the player is its own separate scene that is then instanced into the current scene. I was wondering what is the benefit of either?

I'm building a maze game which is just one game scene but I built the player as a separate scene which is causing some difficulty, so if there's no real "right" answer, I want to pull it in as a child node instead of a separate scene. But I want to do things the "right" way.

Thanks in advance!

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πŸ‘€︎ u/stevenwadejr
πŸ“…︎ Nov 10 2021
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nodes and child elements (img from book: why does it have 2 firstChild?)
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πŸ‘€︎ u/kalico_cat
πŸ“…︎ Oct 11 2021
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Child node losing connection?

Hey everyone, was just on my morning zoom meeting for work and all of the sudden everything crashes and my work VPN keeps disconnecting and trying to reconnect, until eventually it stopped retrying.

I checked the node here in the office and it was solid red. Went out to the living room where the modem and the parent node are, and the modem was perfectly fine (green lights as it should be) and the parent node was fine as well (solid white light). Same as the 3rd node in my kids room

This is the first time I've ever just had a child node go out, I went to check the eero app and it just kept spinning and wouldn't load anything when I'd try to click on anything (my phone was connected to the parent node).

So is this just a weird coincidence? Or was my Eero system really down but only the node in the office was reporting a red light?

Thanks!

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πŸ‘€︎ u/TodaysKiller
πŸ“…︎ Oct 01 2021
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Distinguishing between swollen underarm lymph nodes and fat in an obese child: can a doctor feel the difference by just palpating or will they need to do an ultrasound?

A 9 y/o boy complains about having some sort of protrusion in his underarm. To me it looks and feels like it might be fat because he is on the obese side, but what if it isn't? When he raises his arm, I can definitely see and feel a certain mass the size of a small egg, which he says is tender to the touch. But when he puts his arm down halfway, I cannot feel nor see it. I'd like to have a doctor look at him. Would you recommend taking him to a clinic where they can do an ultrasound or would it be okay to take him to a doctor who doesn't have that sort of equipment in his office?

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πŸ‘€︎ u/prettyincoral
πŸ“…︎ Nov 11 2021
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Rigid body as a child of a moving node, is it possible?

I'm trying to attach a rigid body limb to a character by anchoring it with a Joint. The character is a KinematicBody and therefore moves. Both the joint and the rigid body are children of the character node. However, the rigid body stays completely still. The only case where it moves is if I make it a child of a Node (no 3D transform) in which it starts to move around as it should. The problem with this case is that if I move the character in the editor the rigid body stays behind, since it does not inherit the parent's transform. I tried setting its initial position in _ready() but it gave me weird results, plus it really feels like a workaround. I really feel I'm missing something. Is there a correct way to attach rigid bodies to moving nodes without breaking them? Why are rigid bodies completely incapacitated when children of Spatial nodes?

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πŸ‘€︎ u/siorys88
πŸ“…︎ Nov 08 2021
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How can I draw a graph that has a node with 4 child nodes below it, where the parent node is centered above the children? Also, how can I automatically align the edge labels to be in the middle of the their corresponding edges?

This is my code snippet:

\begin {center}
\begin {tikzpicture}[
    node distance = 3cm and 3.5cm,
    on grid, 
    semithick, 
    state/.style ={
        rectangle,
        draw,
        minimum width = 2cm
        }
]
\node[state] (A) {A};
\node[state] (B) [below left =of A] {B};
\node[state] (C) [right =of B] {C};
\node[state] (D) [below right =of A] {D};
\node[state] (E) [right =of D] {E};

\path (A) edge [left] node[left, sloped, above right, pos = 1] {Route 1} (B);
\path (A) edge [left] node[left, sloped, below, pos = 0.6] {Route 2} (C);
\path (A) edge [left] node[left, sloped, above, pos = 0.8] {Route 3} (D);
\path (A) edge [left] node[left, sloped, above right, pos = 0.5] {Route 4} (E);

\end{tikzpicture}
\end{center}

This produces:

https://i.imgur.com/pqxHXmg.png

  1. As you can see, node A is above C instead of being centered above C and D. What is the TikZ way of positioning A centered above C and D?

  2. How can I make TikZ automatically place the edge labels in the middle of the edges instead of doing it manually using trial and error and with sloped, ..., ...?

Thanks in advance.

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πŸ‘€︎ u/Top_Secret_1448
πŸ“…︎ Oct 23 2021
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Can You Connect Devices To Child Node Connected To Unmanaged Switch?

I wanted to know if it would be possible to connect a couple devices via ethernet to a child node that itself is connected to an unmanaged switch, feeding back to the parent node and modem, or if this kind of daisy chaining would cause connectivity issues. I've made a little diagram to keep it clear as well. Everything is connected via ethernet, but there are a couple things aside from the nodes connected to the unmanaged switch, and then I would want to connect the two new devices to one of the child nodes - this would be far easier than having to run more ethernet cabling back to the unmanaged switch on the other side of the house.

https://preview.redd.it/n0itbzdddnu71.png?width=1060&format=png&auto=webp&s=9dc95e3389ddfe6d04bf063c84c1c1aa8e6b8041

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πŸ‘€︎ u/grogboshie
πŸ“…︎ Oct 20 2021
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Can Deno support event-based child process operations the way Node does?

I am prototyping an idea that needs to leave a child process (non-JS executable) running for long periods and send/receive data from it.

In NodeJS, you have proc.stdout.on("data", () =&gt; {});.

I can't find that in the Deno docs anywhere. This is the closest thing I found, but that's not quite what I am looking for. I need an event-based system.

Is it possible?

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πŸ‘€︎ u/rickcarlino
πŸ“…︎ Sep 12 2021
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Change WiFi channels for child nodes

Is it possible to manually set the WiFi channels for child nodes? I have one master and one child, using wired backhaul.

I’ve manually set the master to sensible channels, but the child nodes are on random ones like 4, nicely interfering with all the neighbours’ WiFi.

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πŸ‘€︎ u/iceskating_uphill
πŸ“…︎ Aug 23 2021
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Firmware update & HomeKit breaks Child Nodes

So after the auto update on my VELOP MX4200 SERIES completed, it tuned on HomeKit Integration on by default. No every time I use any device on the Child Nodes, the net just hangs and the Nodes turn solid red. Every time. I either wait 3-5 min until it give up and then turns blue, I can connect again. Then after a few pages, it's back to solid red and waiting it out again. Happens on all 2 child nodes no matter what device I bring next to it. Powercycle doesn't fix it. I found a post to turn off HomeKit Integration which got turned on by default after the firm ware update to 109.xxxx. Once that was off, everything connecting to the child nodes is back to high speed, instant reponse and no more RED circle of death. I'll keep an eye out and see if this is a permanent fix. I'm going to turn off auto firmware update for now since I don't want another update that will screw things up again.

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πŸ‘€︎ u/Jubei-kiwagami
πŸ“…︎ Jul 20 2021
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Realtime Database Rules: allow child node creation, prevent update/deletion

I am confounded trying to implement write rules for my Firebase Realtime DB.

I have a replies parent node that has children. I want to:

  • prevent deletion of the replies parent node
  • prevent deletion or modification of any existing children
  • allow the creation of new children

I have tried multiple combinations of data and newData. I have searched online and implemented (and tested) numerous solutions, but they all fail to produce the desired result. The most common answer I have found is ...

      "replies": {
        ".read": true,
        ".write": "!data.exists() &amp;&amp; newData.exists()"
      }

... but this fails as well. I feel I must be missing something?

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πŸ‘€︎ u/BotchTheCrab
πŸ“…︎ Oct 06 2021
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How do I access a particular value from a key from a particular child node in realtime database using python

Consider this to be example

myapp****
    users
        subject1
            subject1: required value

how do i access the required value

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πŸ‘€︎ u/-_-_-_-_--_--
πŸ“…︎ Aug 29 2021
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How have they still not fixed the wired child node problem that crashes the entire network?

I found this post from last year on the exact same issue I have been experiencing for months now and its incredibly frustrating. Support from Velop has been a glorified turn it off and back on again, and this problem still persists. This is the most basic functionality of their system, and they can't even have wired nodes work properly.

Edit: The issue is that when connecting the child nodes through a wired connection, instead of using wireless, it crashes the entire network.

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πŸ‘€︎ u/aeriose
πŸ“…︎ Jul 17 2021
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Can't find Child Node from another Node C# [Help]

So, I am having this problem in my simple 2D game where I want to change my UI ( example: Health Bar ) if my player variables change. My problem is that the game isnt finding the nodes in PlayerUI. I guess my problem is that as I am using GetNode() in my Ready() function, maybe that Node isnt initialized yet (?). I already tried multiple solutions, but they look really dirty. To explain myself better I will show parts of the Code and also my scene Tree.

  • Scene Tree

    • MainRoom (Node2D) ... |--- Player (Player : Entity) |--- PlayerUI (PlayerUI : CanvasLayer)

Both Player and PlayerUI are scenes. Thats the PlayerUI scene :

  • PlayerUI Scene Tree

    • PlayerUI (PlayerUI : CanvasLayer) | --- UI (UI : TextureRect) | --- Hearts (HeartsUI : Control) | --- TextureProgress

Player inherits abstract Entity class, containing health (private) and component Health (public) :

  • Entity Class

    public abstract class Entity : KinematicBody2D { ... private int health = 0; public int Health { get { return health; } set { health = value; UpdateUI(); } } ... public abstract void UpdateUI(); }

My idea was to use the PlayerUI as a reference to UI and UI as a reference to HeartsUI (if that makes sense), which has an Update() function, updating its child, TextureProgress, based on the given value.

  • PlayerUI Class

    public class PlayerUI : CanvasLayer { public UI UI;

      public override void _Ready()
      {
          UI = (UI) GetNode("UI");
      }
    

    }

  • UI Class

    public class UI : TextureRect {
    public HeartsUI hearts = null;

      public override void _Ready()
      {
          hearts = (HeartsUI) GetNode("Hearts");
      }
    

    }

  • HeartsUI Class

    public class HeartsUI : Control { private TextureProgress heartsTextureProgress;

      public override void _Ready()
      {
      	heartsTextureProgress = (TextureProgress) GetChild(0);
      }
    
      public void Update(int hearts)
      {
                  // I will talk about this following line later
      	heartsTextureProgress = (TextureProgress) GetChild(0); 
      	heartsTextureProgress.Value = hearts;
      }
    

    }

  • Player Class

    public class Player : Entity { ... private PlayerUI playerUI;

... keep reading on reddit ➑

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πŸ‘€︎ u/LcsVUM
πŸ“…︎ Aug 08 2021
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In a binary tree, can a node be left or right node if it is the only child node?

A complete binary tree is apparently defined as a tree where every node has two child nodes except possibly the last layer, in which all nodes should be on the left. However, for an unweighted binary tree, is there a distinction between left and right node if there exists only one node? I mean, if we were to add a new node, there isn't any reason to insert it in the second position ( with the notable exception of a BST, but then again, they could be considered as weighted.) . for a regular binary tree, adding them according to position would lead to extra memory consumption. As I'm a novice, I feel I might be wrong, but is there any reason for this?

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πŸ‘€︎ u/glorfindel_00
πŸ“…︎ May 29 2021
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What's the best way to add a configuration warning if the user hasn't appended a child node?

I have this class of objects (call them A) that need to have a child node of another class (call it B) in order to work. I'd like to add an editor configuration warning to A objects so that I remember to add a B child.

To do so I need a way to call update_configuration_warning() at appropriate times, which would be when a node is added/removed from A objects. I'm trying to connect the SceneTree signal "node_added" to a function in A that triggers update_configuration_warning, but it doesn't seem to work.

What would be the best way to go around this?

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πŸ‘€︎ u/quietandproud
πŸ“…︎ Sep 15 2021
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A child node wont turn on after I unplugged it to move it. Everything is plugged in, switch is on, and I have power to the outlet, but the light wont turn on.
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πŸ‘€︎ u/ethanznelson
πŸ“…︎ Jul 27 2021
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Suggestion: how can i change the direction of my child node left to right?

hi im very noob of godot, how can i change the location of Position2d because when i shoot it only go to the right direction and the Position2d also stayed on the right side do you have an suggestion?

https://preview.redd.it/u4hvijstyjf71.png?width=1920&format=png&auto=webp&s=3fbadcb0dd7c4e8802facbe5f470b1e6decd5169

https://preview.redd.it/o8xliqqfzjf71.png?width=1920&format=png&auto=webp&s=a72a51f1b18bcf1e92d8213280874b00b8fc8f79

https://preview.redd.it/nxt201zkzjf71.png?width=1920&format=png&auto=webp&s=b6137b12426e5a08a14cfaa6bfe04e2f98fc2a8e

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πŸ‘€︎ u/jjclif
πŸ“…︎ Aug 05 2021
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Promote Child to Parent Node?

Hi everyone - long time poster not the now-defunct Velop forums. I finally bit the bullet and am adding some 6Ghz Atlas nodes to my existing tri-band setup.

Has anyone ever found a way to promote a child node in an existing configuration to a parent node in a bridge configuration (either because of planned or unplanned failure)? I'm presuming you can change the mode from wireless repeater to bridge via the web UI and it will seize the config master role - but thought I would check before I waste a couple of hours setting up whole new network when it all goes down the pan.

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πŸ‘€︎ u/Dickie_UK
πŸ“…︎ Sep 12 2021
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Javascript / Node: How do you exit a parent function from a child function?

Say I have a function in a function:

function parent(){
child()
return 300
}
function child(){
???
}

What goes in child() so that "return 300" doesnt run?

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πŸ‘€︎ u/ManWithThe105IQ
πŸ“…︎ Nov 29 2021
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get parent node with child index

How can I get the parent of a index, i.e. if child node index = 2, what if you don't know the parent of that node but you do know the child index of the parent node. How do you find the parent node with just a child node index, isn't the child node index part of a table, and I can use that table to give me a path to the parent?

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πŸ“…︎ Oct 09 2021
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