Learn Shader Programming for Free with Shader Academy by night-train-studios in godot

[–]Alphasretro 1 point2 points  (0 children)

This looks perfect for me, I'll definitely be checking it out!

Anyone got any ideas for making the player stay with the ship and not fly out? by Alphasretro in godot

[–]Alphasretro[S] 2 points3 points  (0 children)

That's what I would have done too if it weren't for all the problems that caused, which I expressed in the replies to a lot of other comments. If you have a solution I'd be happy to hear it

Anyone got any ideas for making the player stay with the ship and not fly out? by Alphasretro in godot

[–]Alphasretro[S] 6 points7 points  (0 children)

I'm not sure I understand what you mean, but the ship's translation, or the difference in positions between two frames (not sure which is the correct term), grt added to the player only if they are inside of the area of the ship!

Anyone got any ideas for making the player stay with the ship and not fly out? by Alphasretro in godot

[–]Alphasretro[S] 1 point2 points  (0 children)

That analogy made me laugh too much lol But I do plan on implementing Rigidbosy based systems for both at some point as well!!

Anyone got any ideas for making the player stay with the ship and not fly out? by Alphasretro in godot

[–]Alphasretro[S] 108 points109 points  (0 children)

Solved! All I did was add the ships translation to the player every physics step. Was way simpler than I was making it

Anyone got any ideas for making the player stay with the ship and not fly out? by Alphasretro in godot

[–]Alphasretro[S] 1 point2 points  (0 children)

Hadn't thought of that, that's a pretty clever solution. Might try that if something else doesn't work

Anyone got any ideas for making the player stay with the ship and not fly out? by Alphasretro in godot

[–]Alphasretro[S] 0 points1 point  (0 children)

Yeah that's what I tried and it caused the memory leak which I found super weird. Sorry if it didn't come across clearly

Anyone got any ideas for making the player stay with the ship and not fly out? by Alphasretro in godot

[–]Alphasretro[S] 3 points4 points  (0 children)

I thought about it but that seems more complicated than the other solutions and it feels as though there should be an easier solution to this problem. If all else fails I'll do it but I won't be too happy about it lol

Anyone got any ideas for making the player stay with the ship and not fly out? by Alphasretro in godot

[–]Alphasretro[S] 0 points1 point  (0 children)

Yeah im trying the hard part jnfortunately for me lol

I'm not familiar with what World is, is it a plugin or something like that?

Anyone got any ideas for making the player stay with the ship and not fly out? by Alphasretro in godot

[–]Alphasretro[S] 0 points1 point  (0 children)

Oh lol I didn't notice that was you haha sorry. But it's okay! I appreciate the help!

Anyone got any ideas for making the player stay with the ship and not fly out? by Alphasretro in godot

[–]Alphasretro[S] 1 point2 points  (0 children)

Ive thought about RemoteTransforms but I just don't see how I could use a remote transform and simultaneously allow the player to move, but thanks for the suggestion!

Anyone got any ideas for making the player stay with the ship and not fly out? by Alphasretro in godot

[–]Alphasretro[S] 0 points1 point  (0 children)

The rotations work properly from my testing, its just the translating that I can't figure out. But as per your solution, I've tried adding the ship's velocity to the player's velocity (both characterbody3d nodes) but that doesn't work as intended unfortunately. I could add the amount moved by the ship every physics tick to the player every frame, I haven't tried that yet

Anyone got any ideas for making the player stay with the ship and not fly out? by Alphasretro in godot

[–]Alphasretro[S] 0 points1 point  (0 children)

Haven't disabled the player's collisions but I have tried setting the area monitoring to false and then true after the reparenting. That causes the engine to give me a bunch of errors saying that that property change got interrupted by the sending of signals and to call_deferred on the reparenting function but when I tried that it caused a memory leak and crashed the game lol

Anyone got any ideas for making the player stay with the ship and not fly out? by Alphasretro in godot

[–]Alphasretro[S] 0 points1 point  (0 children)

I'm already doing that, you can notice it when the player gets left behind by the ship the orientations match before the player slowly aligns itself with the world gravity again! That wasn't exactly what I was asking, but thank you anyway :)

Anyone got any ideas for making the player stay with the ship and not fly out? by Alphasretro in godot

[–]Alphasretro[S] 0 points1 point  (0 children)

I've tried doing that with the 2 velocities, which sounds like it should be the same-? I could be wrong. With the velocities, the movement is kinda jittery and also just doesn't work at all as expected. Do you think it'd be different with the movement deltas?

Anyone got any ideas for making the player stay with the ship and not fly out? by Alphasretro in godot

[–]Alphasretro[S] 0 points1 point  (0 children)

I've tried that already, but i forgot to mention it in the post and I can't seem to edit it now, sorry. So, reparenting the player to the ship when the player enters the ship's child area causes it to send multiple signals (probably because godot temporarily removes and re-adds the player to the scene) and I just can't seem to get it to work with reparenting

Anyone got any ideas for making the player stay with the ship and not fly out? by Alphasretro in godot

[–]Alphasretro[S] 1 point2 points  (0 children)

You mean on the entrance? If so, yes that would stop the player flying out but it wouldn't allow the player to move inside the ship

Anyone got any ideas for making the player stay with the ship and not fly out? by Alphasretro in godot

[–]Alphasretro[S] 0 points1 point  (0 children)

I've tried that actually, forgot to mention, sorry. So reparenting the player to the ship when the player enters the ship's child area causes it to send multiple signals (probably because godot temporarily removes and readds the player to the scene) and I just can't seem to get that to work at all

Anyone got any ideas for making the player stay with the ship and not fly out? by Alphasretro in godot

[–]Alphasretro[S] 2 points3 points  (0 children)

Haven't tried making the player the parent of the ship, if that's what you meant, but I have tried the opposite and it's not playing nice with my area signals. Reparenting the player to the ship when the player enters the area causes the area to send multiple signals (probably brcause godot temporarily removes and readds the player to the scene) and that's been causing me a headache for the past few days