IssueRaiser

Implement support for Node Stashing

### Describe the project you are working on Godot ### Describe the problem or limitation you are having in your project Multiple times, when editing scenes in the editor, users would like to (from the editor) set a branch or a node to a disabled state, so when the scene is loaded it does not do absolutely anything (acting as if it was not there). This can be done with the intent of either leaving it disabled (just for debugging), or eventually enable it back under some gameplay condition, as fast as possible, so it starts working normally again. Currently, to achieve something like this, Godot allows: * Hiding the node. * Setting the node process mode to disabled. While this works to some degree, there are shortcomings with these approaches: * The lifetime of the object still runs in some capacity (_ready , tree state callbacks, etc. will gets called). * The node still belongs to groups. * The node is findable in the tree, so other nodes can find it and use it. As example, animations, enablers, etc. can use the node, resulting in unexpected behavior. This means, that it is not possible to reach a _complete_ disabled state. Users expect the node to exist (in order to enable it), but to act as if it was not there for the rest of the nodes. Related proposal: https://github.com/godotengine/godot-proposals/issues/7715 ### Describe the feature / enhancement and how it helps to overcome the problem or limitation This proposal is based of Kobewi's idea to allow users **to m

Posted by reduz on Jul 15, 2024, 8:11 AM

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Implement support for Node Stashing

reduzJul 15, 2024, 8:11 AM

### Describe the project you are working on Godot ### Describe the problem or limitation you are having in your project Multiple times, when editing scenes in the editor, users would like to (from the editor) set a branch or a node to a disabled state, so when the scene is loaded it does not do absolutely anything (acting as if it was not there). This can be done with the intent of either leaving it disabled (just for debugging), or eventually enable it back under some gameplay condition, as fast as possible, so it starts working normally again. Currently, to achieve something like this, Godot allows: * Hiding the node. * Setting the node process mode to disabled. While this works to some degree, there are shortcomings with these approaches: * The lifetime of the object still runs in some capacity (_ready , tree state callbacks, etc. will gets called). * The node still belongs to groups. * The node is findable in the tree, so other nodes can find it and use it. As example, animations, enablers, etc. can use the node, resulting in unexpected behavior. This means, that it is not possible to reach a _complete_ disabled state. Users expect the node to exist (in order to enable it), but to act as if it was not there for the rest of the nodes. Related proposal: https://github.com/godotengine/godot-proposals/issues/7715 ### Describe the feature / enhancement and how it helps to overcome the problem or limitation This proposal is based of Kobewi's idea to allow users **to m

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