Node Process Callbacks Blueprint

Per-frame update callbacks and physics processing

   
Feature node-process-callbacks
Category UI
Version 1.0.0
Tags ui, godot
YAML Source View on GitHub
JSON API node-process-callbacks.json

Actors

ID Name Type Description
game_engine Godot Engine system  

Rules

  • implementation:
    • description: Feature implemented in C++ engine core
  • platform_agnostic:
    • description: Works across desktop, web, mobile platforms

Outcomes

Process (Priority: 1)

Given:

  • Called every frame for logic updates is requested

Then:

  • transition_state field: status from: idle to: active

Result: Called every frame for logic updates completed

Physics_process (Priority: 2)

Given:

  • Called at fixed timestep for physics is requested

Then:

  • transition_state field: status from: idle to: active

Result: Called at fixed timestep for physics completed

Input_processing (Priority: 3)

Given:

  • Receive input events is requested

Then:

  • transition_state field: status from: idle to: active

Result: Receive input events completed

Notification_system (Priority: 4)

Given:

  • Custom lifecycle notifications is requested

Then:

  • transition_state field: status from: idle to: active

Result: Custom lifecycle notifications completed

AGI Readiness

Goals

Reliable Node Process Callbacks

Per-frame update callbacks and physics processing

Success Metrics:

Metric Target Measurement
success_rate >= 99% Successful operations divided by total attempts
error_rate < 1% Failed operations divided by total attempts

Autonomy

Level: semi_autonomous

Tradeoffs

Prefer Over Reason
accessibility aesthetics UI must be usable by all users including those with disabilities

Safety

Action Permission Cooldown Max Auto
process autonomous - -
physics_process autonomous - -
input_processing autonomous - -
notification_system autonomous - -
Extensions (framework-specific hints) ```yaml tech_stack: language: C++ runtime: Godot 4.x ```