Open
Description
Tested versions
- Reproducible in 4.4.dev6 official and 4.4.dev3 official
System information
Godot v4.4.dev3 - Windows 10.0.22631 - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Ti (NVIDIA; 32.0.15.6094) - 13th Gen Intel(R) Core(TM) i5-13600KF (20 threads)
Issue description
When use 4.4.dev3 and set the property in Node MultiplayerSpawner
's Auto Spawn List
, the saved value in .tscn is like:
[node name="Slot1Spawner" type="MultiplayerSpawner" parent="."]
_spawnable_scenes = PackedStringArray("res://player_head.tscn")
When use 4.4.dev6 and do the same, the saved value in .tscn is like:
[node name="Slot1Spawner" type="MultiplayerSpawner" parent="."]
_spawnable_scenes = PackedStringArray("uid://docb3aisq4txw")
Is this supposed to happen? A bug or not? I think using PackedStringArray("res://player_head.tscn") is better than using PackedStringArray("uid://docb3aisq4txw") but I'm not so sure.
Can an older version Godot understand _spawnable_scenes = PackedStringArray("uid://docb3aisq4txw")
? This behavior might breaks compatibility which is not mentioned before.
Steps to reproduce
- using 4.4.dev3, create a project
- create a scene
- add a
MultiplayerSpawner
node - edit it's property
Auto Spawn List
then add an element, then choose another scene. - save and see the value saved in .tscn file
- Do the same in 4.4.dev6 and compare .tscn file.
Minimal reproduction project (MRP)
NA