Pulse Works Studio
Parent node is busy setting up children, `add_child()` failed. Consider using `add_child.call_deferred(child)` instead.
add_child() was called while Godot was already adding or removing children.
Cause
Node refuses a new child when its child list is locked, which happens during setup and during some notifications. The engine message names the workaround: defer the add so it runs after the current operation finishes.
Fix
func attach(child: Node) -> void:
if is_inside_tree():
add_child.call_deferred(child)
else:
add_child(child)
Related
Godot Dev Tools is a Pulse Works Studio project. All error explainers.