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@@ -39,6 +39,18 @@ However, creating scene chunks (nodes in tree arrangement) outside the active tr
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enemy.add_child(weapon) # Set a weapon.
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enemy.add_child(weapon) # Set a weapon.
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world.call_deferred("add_child", enemy)
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world.call_deferred("add_child", enemy)
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+Still, this is only really useful if you have **one** thread loading data.
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+Attempting to load or create scene chunks from multiple threads may work, but you risk
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+resources (which are only loaded once in Godot) tweaked by the multiple
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+threads, resulting in unexpected behaviors or crashes.
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+
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+Only use more than one thread to generate scene data if you *really* know what
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+you are doing and you are sure that a single resource is not being used or
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+set in multiple ones. Otherwise, you are safer just using the servers API
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+(which is fully thread-safe) directly and not touching scene or resources.
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GDScript arrays, dictionaries
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GDScript arrays, dictionaries
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