Comments (2)
I can't say I 100% understand what's going on here, but preloading the scene in StaticClass.gd seems to break things. It works for me after replacing StaticClass.gd with the following and possibly doing Project/Reload Current Project.
class_name StaticClass
static func get_pack() -> PackedScene:
return load('res://CharactorScene.tscn')
Alternatively, declaring the export variable in Charactor.gd as Resource or GameModifier (a custom resource derived from Resource) also seems to work. Things break when the scene is preloaded and the variable is of type BodyModifier (derived from GameModifier).
Maybe there's an issue with preloading scenes that have export variables typed as custom resources that inherit from Resource via multiple levels (and script files)?
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I did some tests, this does not happen with build-in Resources with multiple levels.
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