That script is attached to a CanvasLayer node with a ProgressBar called HealthBar. And yet, when running the scene, it will throw an error:
This is because there’s actually a spelling error; instead of HealthBar, the node is called HeatlhBar. It’s easy to miss, and we all occasionally make spelling errors.
Since you can easily drag nodes into scripts and create @onready references by holding down CTRL before releasing the mouse button, another version of the script might look like this:
With the script in place, the
health_bar
node can be assigned via the Inspector:
Initially, this may seem like a bit more work, to first have to declare it and then assign it, but it is the most reliable, flexible solution to referencing nodes. You can even rename the HealthBar node, and the
health_bar
node reference will update accordingly.
This approach is especially helpful when building complex user interfaces where you might rearrange nodes a lot. One concern is having a long list of export properties, some of which are actually used to reference nodes internal to the scene. That’s why I typically group them with
@export_group
:
That way, it’s clear in the inspector which properties are meant to be modified from outside the scene:
In addition, this separation between script and scene is a form of dependency injection that provides greater flexibility, so a script can be attached to a scene that has a completely different layout.
I’ve been using this technique almost exclusively, and rarely use
@onready
to assign a node reference via
$
or
get_node()
.
This release addresses an issue that arose due to Godot 4.4 changes in how JSON is deserialized. Relevant Godot issues: #103374 and #61464. Makes sense why it was changed, but it might impact anyone unaware who’s consuming a JSON-based API, and wondering why responses may not be as expected. In addition, this release now includes character damage and …
The first alpha of the inventory system v2 is now available. For v2, a lot of refactoring work has been done with a focus on improving the developer experience. As part of that, the naming convention of the addon classes was streamlined and is more consistent now. The GDScript documentation comments have been improved significantly …
The Terrain3D addon for Godot lets you create and manage 3D terrains within Godot. It looks quite promising for making landscapes, hills, valleys, and other natural environments. The addon provides tools for sculpting the terrain, and you can paint different textures like grass, dirt, or rock, and blend them smoothly. It also supports features like …
Ditch @onready, use @export instead
Are you using @onready to reference nodes? There’s a better way!
Here’s a simple example of how many tutorials use @onready to reference nodes:
That script is attached to a CanvasLayer node with a ProgressBar called HealthBar. And yet, when running the scene, it will throw an error:
This is because there’s actually a spelling error; instead of HealthBar, the node is called HeatlhBar. It’s easy to miss, and we all occasionally make spelling errors.
Since you can easily drag nodes into scripts and create @onready references by holding down CTRL before releasing the mouse button, another version of the script might look like this:
Now it works, because it’s consistently misspelled.
If you now notice the misspelling in the Scene Tree and fix the node name, but don’t adjust the script, it’ll break again:
A better way is to use @export instead:
With the script in place, the
health_barnode can be assigned via the Inspector:Initially, this may seem like a bit more work, to first have to declare it and then assign it, but it is the most reliable, flexible solution to referencing nodes. You can even rename the HealthBar node, and the
health_barnode reference will update accordingly.This approach is especially helpful when building complex user interfaces where you might rearrange nodes a lot. One concern is having a long list of export properties, some of which are actually used to reference nodes internal to the scene. That’s why I typically group them with
@export_group:That way, it’s clear in the inspector which properties are meant to be modified from outside the scene:
In addition, this separation between script and scene is a form of dependency injection that provides greater flexibility, so a script can be attached to a scene that has a completely different layout.
I’ve been using this technique almost exclusively, and rarely use
@onreadyto assign a node reference via$orget_node().Related Posts
Inventory System 2 Alpha 5 available
This release addresses an issue that arose due to Godot 4.4 changes in how JSON is deserialized. Relevant Godot issues: #103374 and #61464. Makes sense why it was changed, but it might impact anyone unaware who’s consuming a JSON-based API, and wondering why responses may not be as expected. In addition, this release now includes character damage and …
Inventory System 2 Alpha 1 available
The first alpha of the inventory system v2 is now available. For v2, a lot of refactoring work has been done with a focus on improving the developer experience. As part of that, the naming convention of the addon classes was streamlined and is more consistent now. The GDScript documentation comments have been improved significantly …
Terrain3D for Godot has been released
The Terrain3D addon for Godot lets you create and manage 3D terrains within Godot. It looks quite promising for making landscapes, hills, valleys, and other natural environments. The addon provides tools for sculpting the terrain, and you can paint different textures like grass, dirt, or rock, and blend them smoothly. It also supports features like …
Inventory System v1.8.1 available
A quick update to yesterday’s release with a few fixes: