Function try_get_autoload_by_name
pub fn try_get_autoload_by_name<T>(
autoload_name: &str,
) -> Result<Gd<T>, ConvertError>Expand description
Retrieves an autoload by name (fallible).
Autoloads are accessed via the /root/{name} path in the scene tree. The name is the one you used to register the autoload in
project.godot. By convention, it often corresponds to the class name, but does not have to.
If the autoload can be resolved, it will be cached and returned very quickly the second time.
See also get_autoload_by_name() for simpler function expecting the class name and non-fallible invocation.
This function returns Err if:
- No autoload is registered under
name. - The autoload cannot be cast to type
T. - There is an error fetching the scene tree.
ยงExample
use godot::prelude::*;
use godot::tools::try_get_autoload_by_name;
#[derive(GodotClass)]
#[class(init, base=Node)]
struct GlobalStats {
base: Base<Node>,
}
let result = try_get_autoload_by_name::<GlobalStats>("Statistics");
match result {
Ok(autoload) => { /* Use the Gd<GlobalStats>. */ }
Err(err) => eprintln!("Failed to get autoload: {err}"),
}