I changed it to set the position in one node and then read that position in the other and got it to break. It appears that _enter_tree
and _ready
are not affected by process_priority
. In fact, although process_priority
’s documentation describes itself as changing the order in which nodes process the processing callbacks NOTIFICATION_PROCESS
, NOTIFICATION_PHYSICS_PROCESS
, and their internal counterparts, they really only mean _process
and _physics_process
. When the documentation refers to “internal counterparts”, they are referring to NOTIFICATION_INTERNAL_PROCESS
and NOTIFICATION_INTERNAL_PHYSICS_PROCESS
. These NOTIFICATION_*
constants are values passed to _notification(what)
, which are used by the low-level code in the engine.
I will never need to call _notification
unless I need to use a notification that doesn’t have a corresponding function or signal.
It looks like I can get the flickering to stop by using _enter_tree
to set the game state and _ready
to set the position.