mirror of
https://github.com/godotengine/godot
synced 2024-11-02 09:38:07 +00:00
Document that setting node name will remove @s
This commit is contained in:
parent
94e5f66cbb
commit
02ce2f4bb9
1 changed files with 1 additions and 0 deletions
|
@ -834,6 +834,7 @@
|
|||
</member>
|
||||
<member name="name" type="StringName" setter="set_name" getter="get_name">
|
||||
The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed.
|
||||
[b]Note:[/b] Auto-generated names might include the [code]@[/code] character, which is reserved for unique names when using [method add_child]. When setting the name manually, any [code]@[/code] will be removed.
|
||||
</member>
|
||||
<member name="owner" type="Node" setter="set_owner" getter="get_owner">
|
||||
The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using [PackedScene]), all the nodes it owns will be saved with it. This allows for the creation of complex [SceneTree]s, with instancing and subinstancing.
|
||||
|
|
Loading…
Reference in a new issue