I have a sanity check in a method to verify if the scene tree exists and it works fine. The thing is, I get a debugger error. I’d like to understand why it’s relevant.
I call it thus:
if get_tree() != null:
get_tree().create_timer(0.15).connect("timeout", Callable(self, "_health_flash_timer"))
This generates the following Debugger error:
I know I can just ignore it. It’s not really an issue as the game works fine. But I’m wondering if maybe there is a better way that I’m not seeing right now.
Also, I checked that method’s doc and, ironically, it suggests to read on get_tree(). I hadn’t read the latter and it is stated that get_tree() will generate an error if null.
I’m just wondering why it is necessary to throw the error.