Strange logs show up when node is being destroyed

Godot Version

4.4

Question

I had an issue with a node that is a bird that flies in my scene randomly being destroyed at random times during runtime, overlapping with different objects, and it was hard to find the problem. still is in some way. For now i fixed my issue by placing my node to fly higher. When flying higher, the space is clear of other nodes, and it doesn’t get destroyed, while lower, where the ground is, multiple objects that are there somehow trigger something.

For now, my issue is fixed (sort of), but now im just trying to understand what all those logs I get when my bird was destroyed. They all happen at once when my bird dies.

im also getting strange logs named: /@Node2D@2/Area2D, which i dont know what those are.

This is how my hiracrcy look, there are no area2D here, they are mostly children of these parent objects.

— !!! BIRD DESTRUCTION DETECTED !!! —

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NODE NAME: Area2D

PARENT NAME: Compiler

EXACT PATH: /root/Prototype/Compiler/Area2D

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NODE NAME: Area2D

PARENT NAME: Projectile

EXACT PATH: /root/Prototype/Projectile/Area2D

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NODE NAME: Area2D

PARENT NAME: Spawn_Zone

EXACT PATH: /root/Prototype/Spawn_Zone/Area2D

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NODE NAME: Area2D

PARENT NAME: @Node2D@2

EXACT PATH: /root/Prototype/@Node2D@2/Area2D

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NODE NAME: Area2D

PARENT NAME: @Node2D@3

EXACT PATH: /root/Prototype/@Node2D@3/Area2D

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NODE NAME: Area2D

PARENT NAME: @Node2D@5

EXACT PATH: /root/Prototype/@Node2D@5/Area2D

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NODE NAME: Area2D

PARENT NAME: @Node2D@6

EXACT PATH: /root/Prototype/@Node2D@6/Area2D

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NODE NAME: Area2D

PARENT NAME: @Node2D@7

EXACT PATH: /root/Prototype/@Node2D@7/Area2D

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NODE NAME: Area2D

PARENT NAME: @Node2D@8

EXACT PATH: /root/Prototype/@Node2D@8/Area2D

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NODE NAME: Area2D

PARENT NAME: @Node2D@9

EXACT PATH: /root/Prototype/@Node2D@9/Area2D

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NODE NAME: Area2D

PARENT NAME: @Node2D@10

EXACT PATH: /root/Prototype/@Node2D@10/Area2D

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NODE NAME: Area2D

PARENT NAME: @Node2D@4

EXACT PATH: /root/Prototype/@Node2D@4/Area2D

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Can you post the code that prints out those logs?

@ is used for auto-generated node names, so those are usually nodes created at run-time.

Maybe multiple birds are detecting each other? Or are you instantiating any other nodes/scenes at run-time?

its just a debug code that looks for the object name path so i can track it better

im only spawning one bird, the scene of it in spawn_zone. there is nothing in my code that suppose to trigger multiple spawns. this of course is silent, i only discovered it by writing a detailed debug code to trace the name and path of what being created during runtime.

Check how your Remote Scene tree looks like at runtime before the bird is destroyed.

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