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Clean Up Your Godot Logic in 30 Seconds!
On the power of signal parameter binding…
Ever wanted to do some factorisation in your code by removing almost-similar functions that just use a different input?
Well — you need to learn about parameter binding! ’Cause, in Godot, you can actually bind extra parameters to your signal callbacks… and this way, you can call a pre-existing function with additional info, or call the same function with different contexts!
👉 3D character models by Kay Lousberg: https://kaylousberg.itch.io/
👉 Grid texture by Kenney: https://kenney.nl/
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A quick example
Suppose you want to make a character selection screen, and you’ve got three possible heroes for the player. One possibility could be to have a button for each hero, and when the player clicks on the button, the matching hero is selected:
In that case, you’d probably have a selection function in your code that looks a bit like this:
- In GDScript: