From 4669c36a72dcfedfd84fb7dfbfcb8423a7ed7b7f Mon Sep 17 00:00:00 2001 From: ScepticDope <46745973+ScepticDope@users.noreply.github.com> Date: Tue, 16 Apr 2019 14:50:53 +0200 Subject: [PATCH] Added missing `CallDeferred()` to C# Example (#2358) * Added missing `CallDeferred()` to C# Example The note below the example references the call_deferred from the GDScript example but it was missing in the C# one. * Apply suggestions from code review --- getting_started/step_by_step/your_first_game.rst | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/getting_started/step_by_step/your_first_game.rst b/getting_started/step_by_step/your_first_game.rst index dff6a9058..14288af81 100644 --- a/getting_started/step_by_step/your_first_game.rst +++ b/getting_started/step_by_step/your_first_game.rst @@ -467,7 +467,7 @@ Add this code to the function: { Hide(); // Player disappears after being hit. EmitSignal("Hit"); - GetNode("CollisionShape2D").Disabled = true; + GetNode("CollisionShape2D").SetDeferred("disabled", true); } Each time an enemy hits the player, the signal is going to be emitted. We need