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Godot Signals are like Unity Events, BUT this is NOT the whole story! A design pattern disaster is what you get if you misuse them. This video is a short introduction to the concept. We’ll examine a very simple example of using Signals. Both the wrong way and the right way will be explained. ********************************************************************************** NOTE: DO read the pinned comment... I've got important news to share with you! ********************************************************************************** However, I suppose you are already familiar with Unity Events, or generally, Events in programming. If you are an absolute beginner to Events/Signals, here’s a simple explanation which enables you to understand the video better: In programming, Events (and in Godot, Signals) happen when some condition is met. The cool thing about them is that they can be “connected” to one or more functions. If they happen (in other words, if they are emitted), any function connected to them will be called automatically. That’s all you need to know for the moment. This video provides the foundation necessary to understand the contents I teach in the next tutorials. The practical way of using Nodes, Scenes and Signals inside Godot Engine will be covered in the next videos. So if after watching this video you still kinda feel confused, don't worry. All the pieces will fit together when we make an actual game. Subscribe and hit the bell so you don’t miss what’s coming next. If you haven’t watched the previous tutorials in the series, here’s the link: Unity to Godot 4 migration Series: • Godot 4 OOP Game Design Pattern And also DO watch the next tutorials in the series because what is offered in this video is just a simplified example and doesn't cover many-to-many relations. I hope you find the content useful. :)