publish: true
docs: https://docs.godotengine.org/en/latest/classes/class_stringname.html#class-stringnameGodot will tend to convert automatically between String and StringName
You will usually pass a String to methods expecting a StringName and it will be automatically converted (often at compile time), but in rare cases you can construct a StringName ahead of time with the StringName constructor or, in GDScript, the literal syntax
&"example". Manually constructing a StringName allows you to control when the conversion from String occurs or to use the literal and prevent conversions entirely.
To use a StringName literal attach & before a string literal.
var string_name: StringName = &"Hello"