Traits can be added directly to nodes as a script but do not function as such
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Nobody has claimed this yet.
Assessment
- Difficulty
- 5/5
- Estimated time
- Over a week
- Newbie friendliness
- 35/100
- Issue type
- Feature
- Clarity
- Mostly clear
- Activity status
- Active
- Tech stack
- godot
- Domain
- game-dev
Research direction
Start by reading the GDScript trait implementation and the code that handles attaching scripts to nodes; the issue does not name specific files or tests. Reproduce the reported errors with a trait-only script attached to a node, then check whether traits can be composed into an anonymous class that provides their behavior. Done means attached traits function on the node, with regression coverage for the reproduction steps.
Written by the indexing model from the issue text.
Description
Tested versions
26.3
System information
GDScript
Issue description
GDScript files containing only a trait can be dragged and dropped onto nodes and attached as normal scripts, but do not function. They have to be used by a normal script to work.
This is a possible opportunity for an enhancement - allow attaching one (or preferably more) traits and autogenerate an anonymous class that simply uses those traits and does nothing else.
Steps to reproduce
- Create a trait with behavior and data you can test
- Drag and drop trait onto a node
- Load the scene. You may notice errors.
- Test behavior. Most or all of it will not work.
Minimal reproduction project (MRP)
omitted
- Dominant language
- C++
- Stars
- 6.1k
- Forks
- 337
- Avg merge
- 1d 51m
- Merged PRs (30d)
- 41
Getting set up
- No Dockerfile or Docker Compose file
- Has a pull request template
- Read the contributing guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
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