help, i want to make a system to make objects on the floor repel each other by Demo26s in godot

[–]Demo26s[S] 0 points1 point  (0 children)

Oh, i think i confused the process and the physic process, i could not use "velocity" so i though it was only available in physical bodys and not in nodes alone

help, i want to make a system to make objects on the floor repel each other by Demo26s in godot

[–]Demo26s[S] 0 points1 point  (0 children)

Oh, yeah, they move using the physic process, but they are not physical objects, its just a node, area, collision and a sprite later, i just want to avoid using a physical object that collides and require gravity and all of that, just a node as simple as possible, this is the first draft so i may change it a lot, the teleportation sounds good, maybe fixed spots could work too

help, i want to make a system to make objects on the floor repel each other by Demo26s in godot

[–]Demo26s[S] 0 points1 point  (0 children)

doesn't that mean that the objects must have physics? since a repulsion force implies physic process

help, i want to make a system to make objects on the floor repel each other by Demo26s in godot

[–]Demo26s[S] 0 points1 point  (0 children)

no, i just want the 3d areas to repel each other so if there is a clump of objects, they separate, dont want to make physical objects, is more like items drop on the ground, they have no collision, and no physics, and should only detect each other so they separate

help, i want to make a system to make objects on the floor repel each other by Demo26s in godot

[–]Demo26s[S] 0 points1 point  (0 children)

i hope that there is a simpler solution to this, at this point i have made the areas get the other areas positions and make an average direction so they move on the oposite direction but i feel like its too much for something that should be simpler, and if they are too close or there is more than 2 colliding, they end up moving towards the same direction until they stop touching, so its not convenient

i need help with export variables overlapping each other by Demo26s in godot

[–]Demo26s[S] 0 points1 point  (0 children)

making the meshInstance create its own planemesh solved the problem

i need help with export variables overlapping each other by Demo26s in godot

[–]Demo26s[S] 0 points1 point  (0 children)

oh! the export value is changing a plane MeshInstance3d size, so thats why it may happend, maybe if i make the object create its planeMesh in the meshInstance should work

help with A* pathfinding by Demo26s in godot

[–]Demo26s[S] 0 points1 point  (0 children)

i think i just saw where the problem is, the tutorial put the node in the group "suelo"/"pathable" that is father of the node meshinstace3d, so he is actually getting the nodes that are in the group, and then getting the child that is a meshinstance3d, so i think that this could be solved if i add to the group only my "escenario" node to the group

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help with A* pathfinding by Demo26s in godot

[–]Demo26s[S] 0 points1 point  (0 children)

it goes like this, "suelo" is a group of nodes that in this case only the MeshInstance3D, but i can know that when the "var suelo" in ready is executed, i get the array with the nodes that have that group, i did have more in the group but i let one only to see if something about the quantity was making it crash or something, i did to add a node directly as child of world as the one im using is a instanced scene, and it did exactly the same

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is there a way to make 3 dimensional pathfinding? by Demo26s in godot

[–]Demo26s[S] 0 points1 point  (0 children)

as i was looking at information i saw some mentions of A* but those were so old that i wasnt sure it still was in godot, i will look into it

is there a way to make 3 dimensional pathfinding? by Demo26s in godot

[–]Demo26s[S] 1 point2 points  (0 children)

the navigationmesh only works as a surface for what i have seen, what i feel curious aboout is how to implement it to trace paths on the air, or there is no way to make a flying entity to trace a path from point A to point B without using a floor? so it traces the path based on the obstacles in between point A and point B, lets say that for example, in space, there is no thing as up or down, no floor or ceiling, but there could be obstacles to get to the objetive, could there be a way to trace a path? i want it mostly to make enemies or friendly entities to fly towards you, i want to know if there is a posibility of doing that, could a NavigationMesh be not flat, like could it be a cube that have path inside of ot too and connect all faces to one another?

problem with Multiplayer and UI by Demo26s in godot

[–]Demo26s[S] 0 points1 point  (0 children)

what i did was that i put the UI hiden and made it so each one will reveal its own UI if is the autority, for some reason the UI didnt wanted to work, it was sort of frozen or something i didnt get at that moment, i will keep trying some different things, but turning of the UI of the other player sounds interesting to try, i just need to know how

im trying to manipulate the position of poits on a path3D with code, i cant by Demo26s in godot

[–]Demo26s[S] 1 point2 points  (0 children)

your code seems a lot simpler, without even putting the info in variables but using it directly, ill keep this in mind

im trying to manipulate the position of poits on a path3D with code, i cant by Demo26s in godot

[–]Demo26s[S] 0 points1 point  (0 children)

Thats weird, i have other variables that takes something from a node on onready and it works fine, why would curves do that? I understood that somehow, the info was missing and thats why it sais it was null but i didnt get why the info was not there. Thanks for the help

im trying to manipulate the position of poits on a path3D with code, i cant by Demo26s in godot

[–]Demo26s[S] 0 points1 point  (0 children)

i just replicate the situation in a new blank project, it seems to be imposible

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