wombatstampede
About
- Username
- wombatstampede
- Joined
- Visits
- 284
- Last Active
- Roles
- Member
- Points
- 61
- Posts
- 72
Comments
-
Just to stress this: Godot 3.x does not have LOD, yet. As far as I get from github, they want to postpone it to 3.2. At least they`ve put some LOD parameter fields in the MeshInstances so you can query them if you add your own - preliminary - LOD. …
-
I moved directly from 2.x to 3.1 because of the GLES2 support. And that is also because GLES3 of 3.0.6 was much slower on older hardware. But going back from GLES3 to GLES2 is not always simple.. I.e. the Particles have to be replaced by CPUParticl…
-
Ok, keep on going. That GamesFromScratch tutorial(s) hopefully get you going a bit.
-
I know of no disable signal but you could add an own signal handler to i.e. buttons and send that signal when you (want to) disable them.
-
I see problems typecasting the node from Rigid to Kinematic or vice versa. (Never tried it though.) One could think of some crazy ideas like using two bodies and toggling visibility & collision masks. In that case I'd propose switching the Rig…
-
Ok here's what you probably wanted to show us: extends Node func _ready(): var zeroToNine = Array() for i in range(10): zeroToNine.append(i) print(zeroToNine) This lets the print be called 10 times. So ten lines of text …
-
Ok, it seems that setting the mode of RigidBody actually makes it a KinematicBody. But like you already noticed it just doesn't give the useful move/test methods that KinematicBody offers. Therefore I fail to find much use in the mode = Kinematic of…
-
_process() is (usually) called once per frame. Frame intervals can change depending on performance. _physics_process() is called one per (internal) fixed physics interval. You could use your shoot in there. Just don't do any infinite loops or yield…
-
If you work with an emulator: Did you enable "x86" in Export -> (Android template) ->Architectures -> X 86 ?
-
Not saying that. As far as I know the current android export template (since Godot 3.x) requires targets SDK level18 which is Android 4.3. So it generally should work with your phone.
-
Just a guess. What Android version has your device/emulator? I encountered this when targeting a 4.1 device but it worked with 5.1 I think at least that it was this error... Other possibility: You export to an emulator or a x86 device and didn't …
-
You could try setting linear_velocity. (I don't work with Kinematic though, so I didn't try so far.)
-
I put up some kind of tutorial which deal with 3D Transforms. Perhaps it is helpful: https://godotdevelopers.org/forum/discussion/18480/godot-3d-vector-physics-cheat-sheet It also deals with the difference between local and global transforms. To …
-
Normally, you won't receive mouse related signals on a touch device like i.e. Android. Unless you actually connect a mouse or touchpad to the device (which is possible, at least for Android). But you'll receive other signals like "button_pressed" a…
-
I updated the initial post regarding Godot 3.x. If you want to download the demo project for Godot 3.x be sure to use file 3d_vectors_demo_v3.zip
-
I've got the impression that 3D Joints are still a bit of an uncharted territory. The docs about joints are minimal and available demos seem to be rare. So I hope that his thread can be helpful for people getting to know 3D Joints in Godot. I'd also…
-
Looks good!
-
"Forward" velocity: var fwd_mps = $MyCar.transform.basis.xform_inv($MyCar.linear_velocity).z If I remember correctly this should convert the global velocity into a velocity vector which is rotated to your cars local coordinate system. So if your …
-
I didn't tinker with networked gaming in Godot yet. So only some general info: GDScript is usually dynamically typed. If you look at the StreamPeer (see also PacketPeerStream and StreamPeerBuffer) class you'll see that this also includes unsigned i…
-
VehicleBody is derived from RigidBody so you can use the property "linear_velocity" to get a Vector3 with the velocity vector. If your VehicleBody is i.e. named "MyCar" then you would get the moving speed with $MyCar.linear_velocity.length(). If y…
-
@Ebenezer said: I held Godot is going to come out in early February. But it is not out yet. When is the actual release date? Hopefully it will be released when it is ready. Honestly, I still see a lot of errors in Godot 3.1(beta3) & sta…
-
I see only one mesh in the subresources of that meshinstance. But multiple materials (& surfaces). I see no way of easily separately animating the different surfaces of the obj. The normal way would be to open the model in its original format …
-
I noticed a performance increase for OpenGL2 in the latest 3.1 beta 3. It is still not on par with godot 2.x performance (difficult to judge though) but they're getting there ;-)
-
Just wanted to let you know in case you missed it: Godot 3.1 is on the way which also supports Open GL ES 2.0 again (and will supposedly continue supporting this in the future). At the moment beta3 is available: https://godotengine.org/article/dev…
-
Normally, you'll have an object structure in the 3D editor. (At least on DAE/Collada) these objects should translate into individual MeshInstance nodes in the resulting scene. You can then access & animate these individual nodes. Normally you wo…
-
There's an apply_torque method which probably also applies to VehicleBody (via RigidBody). Or you use two times apply_impulse (think of two fingers on a fidget spinner). Here's an answer in the q&a which still uses apply_impulse but mentions a…
-
Didn't check your sample. But you could define additional input actions and call the buttons "_input" methods passing the required event. At least I would try this. Handling the mouse would be probably more complicated but you could disable the con…
-
May it be that an addon is the cause for these messages? "is_inside_tree" tells if a node is inside the projects scene tree or if its just "solitaire" (i.e. newly created but not attached to some node in the tree). This could be the case for editor…
-
Hi DanHugo. As far as I know from Godot 2.x the inertia was determined from the Collision Shapes as far as they were standard shapes (collision shapes based on imported/custom meshes were ignored). And be careful with scaling. I think inertia calcu…
-
I am missing a bit practical experience here because a) I haven't coded a VR app yet (just some experiments in godot 2 with double viewports and gyroscope) and b) I haven't done much in godot 3 yet but...: In a VR app the GUI - if any- should be an…