Better steer people to create MobPath as a child of Main, so that they
don't accidentally create it as a child of StartPosition (the previously
selected item), which has a transform.
If they happen to re-parent to Main after creating the Path2D as a child
of StartPosition, they end up with a transform on the Path2D, which
breaks the expected spawn point of mobs.
See https://github.com/godotengine/godot-docs/pull/10698#issuecomment-2664002759.
Closes#6372, closes#10698.
* Update first 2D game input mapping event configuration image
The previous photo contained a typo which is no longer present in
Godot 4.2 ("Poistion" -> "Position").
---------
Signed-off-by: Ido Savion <idosavion@gmail.com>
Accepting feedback that inline comment expands the block unnecessarily. Perhaps the better edit here is to explicitly state that the comment is about the following boolean statement rather than the prior.
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Many people have reported having issues connecting HUD's start_game and the main node's new_game() in the next step of this tutorial. This occurred for me because the documentation states that "new_game()" should be removed from the _ready() function, but does not include instructions to add "pass" back (and pass is not left in the example code when "new_game()" is added to the function, so the initial one will not remain). Having the function declaration without "pass" breaks all the following functions, preventing new_game() (or any Main functions) from being connected.