Recover in GDScript
# This function triggers an error.
func may_error():
    assert(false, "a problem")
# The main function where we handle the error.
func _ready():
    # In GDScript, we use a try-catch block to handle errors.
    # This is similar to the defer and recover mechanism in other languages.
    try:
        may_error()
    except:
        # The error message can be accessed via the get_stack() function.
        var error_message = get_stack()[0]["source"]
        print("Recovered. Error:\n", error_message)
    
    # This code will run, unlike in some other languages where execution might stop.
    print("After may_error()")
# To run this script, attach it to a Node in your Godot scene.In GDScript, error handling is done using a try-catch mechanism, which is different from some other languages that use defer and recover concepts. Here’s how it works:
- We define a function - may_error()that triggers an error using the- assert()function. This is similar to panicking in other languages.
- In the - _ready()function (which is automatically called when the script is loaded), we use a try-catch block to handle potential errors.
- We call the - may_error()function inside the try block.
- If an error occurs, it’s caught in the except block. We can access the error message using the - get_stack()function, which provides information about the error.
- We print the recovered error message. 
- Unlike in some other languages where execution might stop at the point of the error, in GDScript, the code after the try-catch block will still execute. 
To run this script in Godot:
- Create a new script in your Godot project.
- Copy this code into the script.
- Attach the script to a Node in your scene.
- Run the scene.
You should see output similar to this in the Godot output panel:
Recovered. Error:
 a problem
After may_error()This demonstrates how GDScript handles errors and allows for graceful recovery, enabling your game or application to continue running even when unexpected issues occur.