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Void spreading enemy: Don't crash if void_layer or path are unset - #2888

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wjt/void-spreading-enemy-don-t-crash-if-void-layer-or-path-are-unset
Sep 14, 2026
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manuq merged 1 commit into
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wjt/void-spreading-enemy-don-t-crash-if-void-layer-or-path-are-unset

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@wjt

@wjt wjt commented Sep 14, 2026

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Previously if either of these properties were unset, the game would crash.

Both these properties are required for proper functionality but it's
kinder to show a warning in the editor and then have the enemy do the
best it can at runtime. Doing this will also help to make a challenge
scene for learners where they have to correctly configure the enemy
before improving its path.

@wjt
wjt requested a review from a team as a code owner September 14, 2026 15:23
@wjt
wjt added this pull request to stack #2889 September 14, 2026 15:23
Previously if either of these properties were unset, the game would crash.

Both these properties are required for proper functionality but it's
kinder to show a warning in the editor and then have the enemy do the
best it can at runtime. Doing this will also help to make a challenge
scene for learners where they have to correctly configure the enemy
before improving its path.
@wjt
wjt force-pushed the wjt/void-spreading-enemy-don-t-crash-if-void-layer-or-path-are-unset branch from 9ed4b51 to b85b002 Compare September 14, 2026 15:25

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Great!

warnings.append("Void Layer not set. The enemy cannot cover the world or consume props")

if not idle_patrol_path:
warnings.append("Idle Patrol Path not set. The enemy will be invisible when idle")

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Yeah, it will be invisible as a consequence of being in the same position / not moving.

@manuq
manuq merged commit 6b684d3 into main Sep 14, 2026
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@manuq
manuq deleted the wjt/void-spreading-enemy-don-t-crash-if-void-layer-or-path-are-unset branch September 14, 2026 15:28
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2 participants