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.