Panic in GDScript
Our first example demonstrates how to handle unexpected errors or conditions in GDScript. While GDScript doesn’t have a direct equivalent to the panic
function, we can use exceptions to achieve similar behavior.
Running this program will cause it to raise an assertion, print an error message, and exit with a non-zero status.
When the first assertion in _ready
fires, the program exits without reaching the rest of the code. If you’d like to see the program try to create a temp file, comment the first assertion out.
Note that unlike some languages which use exceptions for handling of many errors, in GDScript it is idiomatic to use error codes and the OK
constant for checking success of operations wherever possible.
In GDScript, we use assert
for debugging and development, and push_error
for runtime error reporting. The assert
function will only trigger in debug builds, while push_error
will always log an error.
Remember that in a real Godot project, you would typically handle errors more gracefully, possibly using Godot’s built-in logging system or custom error handling mechanisms depending on your project’s needs.