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41 lines
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41 lines
1.6 KiB
ReStructuredText
.. _doc_gdscript_warning_system:
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GDScript warning system
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=======================
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The GDScript warning system complements :ref:`static typing <doc_gdscript_static_typing>`
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(but it can work without static typing too). It's here to help you avoid
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mistakes that are hard to spot during development, and that may lead
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to runtime errors.
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You can configure warnings in the Project Settings under the section
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called **GDScript**:
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.. image:: img/typed_gdscript_warning_system_settings.webp
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.. note::
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You must enable **Advanced Settings** in order to see the
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GDScript section in the sidebar. You can also search for "GDScript" when
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Advanced Settings is off.
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You can find a list of warnings for the active GDScript file in the
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script editor's status bar. The example below has 2 warnings:
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.. image:: img/typed_gdscript_warning_example.webp
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To ignore specific warnings in one file, insert an annotation of the
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form ``@warning_ignore("warning-id")``, or click on the ignore link to the
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left of the warning's description. Godot will add an annotation above the
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corresponding line and the code won't trigger the corresponding warning
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anymore:
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.. image:: img/typed_gdscript_warning_system_ignore.webp
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Warnings won't prevent the game from running, but you can turn them into
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errors if you'd like. This way your game won't compile unless you fix
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all warnings. Head to the ``GDScript`` section of the Project Settings to
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turn on this option to the warning that you want. Here's the same file as
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the previous example with the warning ``unused_variable`` as an error turned on:
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.. image:: img/typed_gdscript_warning_system_errors.webp
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