## A faster method would be `get_node()`, which only tests one path. onready var _power_direction := find_node("PowerDirection")Why not use get_node_or_null() it should be as fast as get_node() but without throwing an error?
Sure, why not. At the time of writing, I think the method wasn't available yet.
As far as performance goes it won't make a difference here: at most we have two or three nodes in those scenes if I remember correctly.
Apparently it got introduced in Godot 3.1, I just didn't know about it at the time.
It only happens once per object, so it's something of a micro-optimization, but it would be the better function to call in the future :)