Go, Go, Godot!
  • 0

Ditch @onready, use @export instead

April 20, 2024

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:

extends CanvasLayer


const DEFAULT_HEALTH = 100


func _ready():
	$HealthBar.value = DEFAULT_HEALTH
	
	
	

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:

extends CanvasLayer


const DEFAULT_HEALTH = 100

@onready var heatlh_bar = $HeatlhBar

func _ready():
	heatlh_bar.value = DEFAULT_HEALTH

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:

extends CanvasLayer


const DEFAULT_HEALTH = 100.0

@export var health_bar: ProgressBar


func _ready():
	health_bar.value = DEFAULT_HEALTH

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 :

extends CanvasLayer


@export_range(10, 100, 0.1) var default_health = 100.0

@export_group("Internal")

@export var health_bar: ProgressBar


func _ready():
	health_bar.value = DEFAULT_HEALTH

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() .

developer experiencegdscriptgodotprogramming
Posted in DX, Godot.
Share
PreviousInventory System v1.13 available
NextInventory System v1.12 available

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

Related Posts

  • Wave Shooter title screen
    May 11, 2023

    The Pause Handler: Working around Godot 4’s particle jitter bug

    Godot Engine 4 has a bug (#50824) that causes particle jitter when the game is paused. It does look quite distracting. The Bug in Action This is a proof-of-concept wave shooter running in Godot Engine 4.0.2. Pausing the game was initially just a simple process_mode toggle. But as shown in the video clip above, there …

  • October 9, 2023

    Design Patterns for Building Friendships

    In this 2018 GDC session, Spry Fox‘s Daniel Cook explains how to keep human beings from being treated as interchangeable, disposable, or abusable when designing multiplayer games. If you’re developing, or thinking about developing a multiplayer game, this is a great talk to better understand the challenges of designing multiplayer interactions that result in more …

  • November 27, 2024

    Toggling Visibility of Nested CanvasLayers

    I had a setup with nested CanvasLayer nodes. Toggling the visibility of the root CanvasLayer doesn’t hide any nested CanvasLayer nodes. My solution was to listen to the visibility_changed signal, find any CanvasLayer child nodes, and apply the same visibility to them.

  • August 2, 2022

    Launching Godot Games on Steam Deck from the command line via Remote Shell

    For some reason, my Godot game would no longer launch on the Steam Deck. I could hear it running as if it were running in the background, but the screen kept showing the Steam Deck’s UI. Since it’s all Linux I figured it should be possible to just drop to the command line and launch …

    © 2026 GoGoGodot.io. All rights reserved.