ClockValidator — runtime validator for nodes that bind a GameClock. An unbound clock on a consumer (UI display, lighting, day/night service, messenger, etc.) is a project-level authoring error: the scene wires the node but forgot to assign the shared clock. Silence is the worst outcome — the consumer renders zero, the game looks broken, and the cause is hard to find. Loud logger errors in _ready make the error visible in the editor's Errors panel AND the runtime stderr. Usage: call ClockValidator.validate_clock(clock, "X had no GameClock") from a consumer's _ready. If clock is null, this logs a descriptive error and returns false; the caller short-circuits (early return / do nothing). If clock is non-null, returns true.
Source: addons/calendar_time/utils/clock_validator.gd
Syntax
class ClockValidatorMembers
| Name | Kind | Summary |
|---|---|---|
validate_clock | Method |
Source
addons/calendar_time/utils/clock_validator.gd
Plugin docs root:gdscript/plugins/calendar_time_dev/docs