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.