Create a GODOT_BIN
environment variable and point it to the Godot executable.
- Use
[Export]
for Nodes. Avoid exporting properties. - Use
PascalCase
for naming exports.
Following these practices will limit breaking changes in the future and make refactoring easier for properties.
Do:
[Export] public Node3D Camera;
public int Height = 10;
Don't:
[Export] private Node3D _Camera; // Should be "Camera"
[Export] public int Height = 10; // Avoid exporting properties
Remember to update scenes if you are updating the name of an export.