# Usage with GDScript There are two ways to use the UUID generator, in eidtor or at runtime. *Make sure to have followed the installation steps first!* ## In Editor 1. Create new UUIDManager node 2. That's it! The UUIID is generated automatically and is removed automatically when the node is removed. ## At Runtime 1. Add a `UUIDManager` variable in the script you want to store the UUID node in ```gdscript extends Node2D ## Variables var uuidNode : UUIDManager ``` 2. Set the variable by calling the `create_new_uuid()` script at `_ready()`. The function takes in the parent to add the node to as a child. ```gdscript extends Node2D ## Variables var uuidNode : UUIDManager func _ready(): uuidNode = MinosUUIDGenerator.create_new_uuid(self) ``` ## Set-Up Debugging Options The `MinosUUIDGenerator` script comes with 4 variables for debugging. By default they're set to true. ```gdscript static var printNewUUID : bool = true static var printSuccessfulRemoval : bool = true static var printFailedRemoval : bool = true static var printNewUUIDNode : bool = true ``` - `printNewUUID` will print a message when a new UUID is made and it's UUID. - `printSuccessfulRemoval` will print a message when a UUID is removed as well as the old UUID. - `printFailedRemoval` will print a message when a UUID was attempted to be removed but couldn't be found in the array. - `printNewUUIDNode` will print a message when a new `UUIDManager` node is made.