Table of Contents

Enum GodotObject.ConnectFlags

Namespace
Godot
Assembly
GodotSharp.dll
public enum GodotObject.ConnectFlags : long

Fields

Deferred = 1

Deferred connections trigger their Callables on idle time (at the end of the frame), rather than instantly.

OneShot = 4

One-shot connections disconnect themselves after emission.

Persist = 2

Persisting connections are stored when the object is serialized (such as when using Pack(Node)). In the editor, connections created through the Node dock are always persisting.

ReferenceCounted = 8

Reference-counted connections can be assigned to the same Callable multiple times. Each disconnection decreases the internal counter. The signal fully disconnects only when the counter reaches 0.