Why child node that is attached to the scene tree doesn't Triger _Ready() and _PhysicsProcess

Godot Version

4.2.1

Question

Why child node that is attached to the scene tree doesn’t Triger _Ready() and _PhysicsProcess

I have this simple code for 2 nodes that are parent and child in the scene tree
image

The code for the parent (Player )

using Godot;
using System;
using System.Runtime.CompilerServices;

public partial class player : CharacterBody3D
{
	[Export]
	private float MouseSens =5.0f;
	private float TranslateVal = 1000;
	private Camera3D camera3d;
	private CharacterMover characterMover;

    public override void _Process(double delta)
	{
		 
        characterMover.SetMoveVec(MoveVec);

	 
    }

	public override void _Ready()
	{
		camera3d = GetNode<Camera3D>("PlayerCamera");
        characterMover = GetNode<CharacterMover>("CharacterMover");
		characterMover.Init(this);
         
    }

	 
}

Code for the child (CharacterMover) :

using Godot;
using System;

public partial class CharacterMover : Node3D
{
	[Export]
	private int MoveAccel = 4;
    
	[Export]
	private int MaxSpeed = 25;

    private float Drag = 0.0f;
    public override void _Ready()
	{
		Drag = (float)MoveAccel / MaxSpeed;
	}

	public void Init(CharacterBody3D bodytomove)
	{
		 
	}

	 
	public void SetMoveVec(Vector3 movevec)
	{
		 
	}
    public override void _PhysicsProcess(double delta)
	{
		DG.Print("Hello");

    }
}

The CharacterMover _PhysicsProcess and _Ready never called
Isn’t CharacterMover and its inherited method from Node3d should be invoked ?

I’m guessing it is running (or crashing - I’m not familiar with C# Godot), you just have a typo on your print:

DG.Print("Hello");

Should be

GD.Print("Hello");

now that makes sense why the ready never called despite being a child, because script error, but surprisingly no error telling from this?

i removed it , still no invocation of the methods , and no errors printed out …

i dont see any error …

can you check the notification whether or not it’s parented

public void _Notification(int what)
    {
        switch (what)
        {
            case NotificationParented:
                _parentCache = GetParent();
               GD.Print("parented!");
                break;
            case NotificationUnparented:
                GD.Print("unparented");
                break;
        }
    }

put this to CharacterMover code

1 Like

yes is parented
image

So what does it means regarding that the methods doesn’t invoke

I found what is the problem the problem is that the break point from visual studio 2022 doesn’t stop on the methods when i set GD.Print methods they get printed very well
So do you know why the break points doesn’t work?
This is my profile debug config:

Now the wired thing is that its not stopping on any break point …

To who is looking ,
The break points are working only when using the “Godot_v4.2.1-stable_mono_win64.exe” in console version it is not working