I have a wall in my 3D game which is relatively thin and it can be hit on both sides with objects that may occasionally be moving somewhat fast. Is there a reliable way to ensure that the colliding objects will be stopped on either side of the wall as opposed to simply passing through?
When reloading the same scene which is currently the current_scene, the script attached to the root node of the scene disappears. Every other script within the scene still appears. I tested this, by putting this:...
Since I’m currently dealing with this problem, I’m gonna leave this info here, so anyone that comes across it knows what to do to fix it. Currently working on 4.1.1, should work on 3.x too...
Title. I plan on making something using vector graphics, to simulate the old Flash style, stretching to accommodate any screen size and zooming in and out without losing fidelity is something I’d like....
I was working recently on making a fairly simple model in Blender that used a shader for a particular. The core magic of the shader was the Brick Texture node. I tried experimenting with different solutions personally in Godot to recreate it since the export to the engine from Blender looked awful. Unfortunately, I’ve hit the...
Is there a way to run python scripts in Godot (4)? I’m trying to build a user interface for using some spaces on HughingFace. I would do that through the gradio_client library for python. I want to export the project to Android, but I don’t think that android comes with python pay default… How would I go about running...
I’ve seen several different methods for accomplishing this, but I was wondering if there’s a way of doing it that is best? Also, somewhat related, but is delta in milliseconds?
I am going through the Godot tutorial and am in the 3D part. I clicked the perspective button and changed to top view. I now have no idea how to return the editor camera to where it was before and the tutorial seems to expect you to be in this default view. I tried searching, but I don’t think I am using the correct words to...
So, I’m trying to rotate the player as they turn left and right in a top down view. The rotation works correctly when moving right, but fails going left....
I’m attempting to attach a particle emitter to a skeleton, and am having some hiccups. Specifically, I can’t seem to attach the GPUParticleEmitter3D to an actual bone, that I can see....
I’m trying to make something in 2d where once the player reaches the end of the level, they’re back at the beginning and it just keeps going like that. I could imagine how this could be done in terms of setting the player position, but if I have a scrolling parallax background, how would I make that match up reliably?
I’m just looking for a good review of modern large-scale terrain rendering techniques. I’ve been reading about a few individually, various quadtree stuff, GPU clipmaps, continuous methods, but I don’t have a good grasp of the state of the art, performance comparisons between methods, what I should invest my time learning...
I know that motivated people can generally crack encrypted saves, but in general, if I have some saved dictionaries which I don’t want the player to be able to access directly, is an encrypted save the best way to handle this, or is there a better way?
Hey all. I have been tinkering on and off with godot for a month or so now, and I’ve spent a decent amount of time writing shaders and checking out some of the different lighting & post-processing features the engine has to offer. It’s been a lot of fun!...
When i’m running more than one instance of the game, is there any quick way to tell which instance of the game is the one that gets its scene tree displayed under “Remote” in the editors scene tab?.
Hey I’ve been wondering what you all use to create and manage dialogue trees for your games. I’ve come across many tools for the different engines. Most fall in the low-code node-graph category that I find frustrating and finnicky to work with. I never got the hang of the different plugins for Godot, and it’s tiring to...
My game has options for player customization, it’s a number of .png files that are not loaded with the game startup, save for the default ones. Instead, if the player clicks a button, it will load the next file for that part (like, say, hair-2.png)...
I’m trying to make an action where the player can pick up and throw a rigidbody3d. I want the object to act like a rigidbody when not in the player’s hands, but when it is, I want to set the rigidbody position to match a marker3d which is a child of the player....
I’m making a platformer, so when the player is facing the opposite direction, I just want to mirror the graphics. I’ve set up a whole Skeleton2D with Bones, then set up InverseKinematics to help animate it....
I feel like Godot’s AnimationTree is significantly more valuable and useful than Unity’s Animator component. You can nest your Statemacchins or blend trees or BlendSpace2Ds. You can attach scripts to individual Statemachine Transitions if you wanted....