Incredible.
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I did get the following error in the console a few times when scenes were changing, but it didn't seem to interrupt the game. ``` ERROR: Can't change this state while flushing queries. Use call_deferred() or set_deferred() to change monitoring state instead. at: area_set_shape_disabled (modules/godot_physics_2d/godot_physics_server_2d.cpp:355) C# backtrace (most recent call first): [0] void Godot.NativeCalls.godot_icall_3_1051(nint, nint, nint, Godot.NativeInterop.godot_bool, int) [1] void Godot.Node.AddChild(Godot.Node, bool, Godot.Node+InternalMode) [2] void State.AdvanceMapReal() [3] void State.AdvanceMap(int) [4] void State.HandleOwnChange(int) [5] void State.RaiseGodotClassSignalCallbacks(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs) [6] void Godot.Bridge.ScriptManagerBridge.RaiseEventSignal(nint, Godot.NativeInterop.godot_string_name*, Godot.NativeInterop.godot_variant**, int, Godot.NativeInterop.godot_bool*) [7] int Godot.NativeCalls.godot_icall_2_1060(nint, nint, Godot.NativeInterop.godot_string_name, System.ReadOnlySpan`1[Godot.Variant], Godot.NativeInterop.godot_string_name) [8] Godot.Error Godot.GodotObject.EmitSignal(Godot.StringName, Godot.Variant[]) [9] void State.AdvanceTo(int) [10] void Lava+<>c.<_Ready>b__4_0(Godot.Node2D) [11] void Godot.Area2D.BodyEnteredTrampoline(object, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&) [12] void Godot.DelegateUtils.InvokeWithVariantArgs(nint, System.Void*, Godot.NativeInterop.godot_variant**, int, Godot.NativeInterop.godot_variant*) ```