1.8 KiB
GDScript warning system
The GDScript warning system complements static typing ( doc_gdscript_static_typing )
(but it can work without static typing too). It's here to help you avoid
mistakes that are hard to spot during development, and that may lead
to runtime errors.
You can configure warnings in the Project Settings under the section called Gdscript:
.. figure:: img/typed_gdscript_warning_system_settings.png) :alt: Warning system project settings
Warning system project settings
You can find a list of warnings for the active GDScript file in the script editor's status bar. The example below has 3 warnings:
.. figure:: img/typed_gdscript_warning_example.png) :alt: Warning system example
Warning system example
To ignore specific warnings in one file, insert a special comment of the
form # warning-ignore:warning-id
, or click on the ignore link to the
right of the warning's description. Godot will add a comment above the
corresponding line and the code won't trigger the corresponding warning
anymore:
.. figure:: img/typed_gdscript_warning_system_ignore.png) :alt: Warning system ignore example
Warning system ignore example
You can also choose to ignore not just one but all warnings of a certain
type in this file with # warning-ignore-all:warning-id
. To ignore all
warnings of all types in a file add the comment # warnings-disable
to it.
Warnings won't prevent the game from running, but you can turn them into
errors if you'd like. This way your game won't compile unless you fix
all warnings. Head to the GDScript
section of the Project Settings to
turn on this option. Here's the same file as the previous example with
warnings as errors turned on:
.. figure:: img/typed_gdscript_warning_system_errors.png) :alt: Warnings as errors
Warnings as errors