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Other possibilities that I've encountered:
- Typo in the node name;
- Using % when I mean $, or vice versa.
In the editor, it's the difference between the two buttons in the top-left of the scene tree.
In code, it's the difference between `SensesNode.new()` and `preload("res://senses_component.tscn).instantiate()`
If the script is attached to the root node (that is the parent of the timer node), then $VisibilityCheckTimer should work. If the script is attached to another node in the tree, then you'll want something like $/root_node/VisibilityCheckTimer instead.
Alternatively, create the timer via code:
This will create a timer, start it, wait for it to time out, then continue executing the code in the function when the timer expires. The timer will automatically be removed from the tree when the function ends, due to scope.
See https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_basics.html#awaiting-signals-or-coroutines for more details.
Don't know if it matters, but the scene is an Area3D. The idea is, if an enemy enters the area, it starts checking if it can be seen or not. Don't know why nothing is happening, though...