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I’m trying to access the ID of my player’s kinematic body (PlayerBody) by setting it in a global static NodeReference class via the PlayerBody’s _Ready function.
A child node of PlayerBody (in the scene) accesses the ID via this following declaration. (This should work like a get-property if I’m not mistaken):
private ulong _playerID => NodeReference.Player.PlayerBody.GetInstanceId();
However the PlayerBody’s _Ready method (C# for function basically) is never called before the _Process method of this child node is called, so I get a Nullreference exception thrown. Shouldn’t _Ready be called on all nodes on the scene before _Process?
Is there any other way to make sure that all nodes are initialized the way I want before _Process?