I connected signal when a scene is instantiated.
# AsteroidSpawner.gd func spawn_asteroid(): var asteroid_instance = asteroid_scene.instance() asteroid_instance.connect("destroy", self, "handle_asteroid_destroy") add_child(asteroid_instance) func handle_asteroid_destroy(): ... # TO SOME STUFFS WHEN ASTEROID DESTROYED... ... # How to disconnect this handler from here?
But the problem is, I want to disconnect handle_asteroid_destroy handler when object destroyed(or will destroy, use queue_free). How do I disconnect signal on specific object? Is Godot Engine will free the handler automatically?