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- .. _doc_gdscript_warning_system:
- GDScript warning system
- =======================
- The GDScript warning system complements :ref:`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**:
- .. image:: img/typed_gdscript_warning_system_settings.webp
- .. note::
- You must enable **Advanced Settings** in order to see the
- GDScript section in the sidebar. You can also search for "GDScript" when
- Advanced Settings is off.
- You can find a list of warnings for the active GDScript file in the
- script editor's status bar. The example below has 2 warnings:
- .. image:: img/typed_gdscript_warning_example.webp
- To ignore specific warnings in one file, insert an annotation of the
- form ``@warning_ignore("warning-id")``, or click on the ignore link to the
- left of the warning's description. Godot will add an annotation above the
- corresponding line and the code won't trigger the corresponding warning
- anymore:
- .. image:: img/typed_gdscript_warning_system_ignore.webp
- 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 to the warning that you want. Here's the same file as
- the previous example with the warning ``unused_variable`` as an error turned on:
- .. image:: img/typed_gdscript_warning_system_errors.webp
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