You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
reacted with thumbs up emoji reacted with thumbs down emoji reacted with laugh emoji reacted with hooray emoji reacted with confused emoji reacted with heart emoji reacted with rocket emoji reacted with eyes emoji
Uh oh!
There was an error while loading. Please reload this page.
-
Hi. In Godot C# and GDScript I found that it's pretty common to mix sync and async code, e.g. https://docs.godotengine.org/en/stable/getting_started/first_2d_game/06.heads_up_display.html
How can that behavior be replicated in SwiftGodot? Wrapping the call to the
async
function with aTask
doesn't work for most cases:(I'm not too familiar with Swift as a whole, so maybe this isn't a SwiftGodot-specific issue?)
Beta Was this translation helpful? Give feedback.
All reactions