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GDScript warning system
The GDScript warning system complements static typing (but it can work without static typing too). It’s here to help you avoid mistakes that are hard to spot during development, and that may lead to runtime errors.
You can configure warnings in the Project Settings under the section called GDScript:
Warning system project settings
Note
As shown in the image above, you must enable Advanced Settings in order to see the GDScript section.
You can find a list of warnings for the active GDScript file in the script editor’s status bar. The example below has 3 warnings:
Warning system example
To ignore specific warnings in one file, insert a special comment of the form # warning-ignore:warning-id
, or click on the ignore link to the right of the warning’s description. Godot will add a comment above the corresponding line and the code won’t trigger the corresponding warning anymore:
Warning system ignore example
You can also choose to ignore not just one but all warnings of a certain type in this file with # warning-ignore-all:warning-id
. To ignore all warnings of all types in a file add the comment # warnings-disable
to it.
Warnings won’t prevent the game from running, but you can turn them into errors if you’d like. This way your game won’t compile unless you fix all warnings. Head to the GDScript
section of the Project Settings to turn on this option. Here’s the same file as the previous example with warnings as errors turned on:
Warnings as errors