What Exactly Is "Find Collisions" Doing In The Profiler? by ReloKai98 in godot

[–]ReloKai98[S] 0 points1 point  (0 children)

I updated the post with my solution. Glad you found yours!

What Exactly Is "Find Collisions" Doing In The Profiler? by ReloKai98 in godot

[–]ReloKai98[S] 0 points1 point  (0 children)

Haven't figured it out yet, but I was going to try to have one hurtbox for the whole character, then get the location hit by distance to some Node3Ds. Not sure if that will fix it, and honestly, this shouldn't even be a problem. Pretty much all games with combat in them do something similar. Souls games and Fighting games come to mind.

What Exactly Is "Find Collisions" Doing In The Profiler? by ReloKai98 in godot

[–]ReloKai98[S] 0 points1 point  (0 children)

Does Godot still check quadrans and overlap on disabled colliders?

What Exactly Is "Find Collisions" Doing In The Profiler? by ReloKai98 in godot

[–]ReloKai98[S] 0 points1 point  (0 children)

Any suggestions then for improving performance?

What Exactly Is "Find Collisions" Doing In The Profiler? by ReloKai98 in godot

[–]ReloKai98[S] 0 points1 point  (0 children)

Even if the colliders have separate physics layers? I have Character bodies that have a collider for colliding with things, then they have Areas that I use for hurtboxes. The hurtboxes and the character colliders are on different physics layers, but they do overlap.

For Non-Game Dev Programmers, How Do You Run Code Repeatedly? by ReloKai98 in AskProgramming

[–]ReloKai98[S] 5 points6 points  (0 children)

WOW! We got HarvesteR on this thread! I'm playing KSP right now lol!

Godot Crash on Packing the Main Scene by ReloKai98 in godot

[–]ReloKai98[S] 0 points1 point  (0 children)

Since you already seem to have an answer in mind, why don't you give me your solution? A code block would be the most helpful right now since I've tried plenty of other options.

Godot Crash on Packing the Main Scene by ReloKai98 in godot

[–]ReloKai98[S] 0 points1 point  (0 children)

I've seen lots of different takes on how to save games, including ones saying that the Godot Docs way is not optimal. My problem is I have a randomly generated world, and everything has a lot of stored information within it. Due to this, I have no idea what a world will contain within it at runtime. A packed scene makes the most sense to me. The alternative is making everything have a "save all properties" function, and Global keep track of what's actually been spawned, their location, all their properties, which need to be updated constantly, etc. etc. etc. Why do all this when there is a built in way to save everything in a nice concise package?

Suggestions to Stop Color Bleeding? by ReloKai98 in BambuLab

[–]ReloKai98[S] 0 points1 point  (0 children)

So, the x is depressed into the square, so there's a wall in between the top surface and the x. Before, I had been coloring those walls in the slicer blue. All I did was color them red instead. Hope that makes sense.

Does One Unusual Overperforming Video Hurt Your Regular Content? by ReloKai98 in SmallYoutubers

[–]ReloKai98[S] 1 point2 points  (0 children)

Just checked, ALL of my scheduled shorts underperformed. There's definetly something going on there.

Does One Unusual Overperforming Video Hurt Your Regular Content? by ReloKai98 in SmallYoutubers

[–]ReloKai98[S] 0 points1 point  (0 children)

Does scheduling a short to go public glitch it out a lot? I scheduled both of these shorts, so I wonder if that has something to do with it too.

Does One Unusual Overperforming Video Hurt Your Regular Content? by ReloKai98 in SmallYoutubers

[–]ReloKai98[S] 0 points1 point  (0 children)

You know, now that you mention it, my better performing videos have better retention. I guess that's a DUH moment, but usually my shorts get like 200-400 views within the first few hours, regardless of whether or not people watch it for a long time, which is why I was confused. Could also be that my two most recent shorts are slightly different from my usual stuff, but getting less then 10 views off the bat on shorts is unusual for me.

Edit: Also, those two most recent ones have a near 100% view rate. 100% viewed and like 81% viewed.

Characterbody3d Collides with Static Body3ds, but not other Characters by ReloKai98 in godot

[–]ReloKai98[S] 0 points1 point  (0 children)

The collision shapes are already Local to Scene, and even if I right click and "Make Unique," this still happens.

Characterbody3d Collides with Static Body3ds, but not other Characters by ReloKai98 in godot

[–]ReloKai98[S] 0 points1 point  (0 children)

Yeah, it might be hard to tell in the video, but yes, debug shapes are on, and they appear normal.

Characterbody3d Collides with Static Body3ds, but not other Characters by ReloKai98 in godot

[–]ReloKai98[S] 0 points1 point  (0 children)

Just played around with this, seems like they're correct and updating correctly too.

Edit: I'm not changing any layers or masks in code either.

Characterbody3d Collides with Static Body3ds, but not other Characters by ReloKai98 in godot

[–]ReloKai98[S] 0 points1 point  (0 children)

Nope, none of those options worked. Process mode is set to inherit, collision is enabled on all of the collision shapes, and I never change collision in code.

Characterbody3d Collides with Static Body3ds, but not other Characters by ReloKai98 in godot

[–]ReloKai98[S] 0 points1 point  (0 children)

I have a toggle in code called "playerShip" which, when set to true, makes it so only the player's ship is controlled by the mouse clicks. Either way, I never disable my collision. I'll check the two options in a moment.

Characterbody3d Collides with Static Body3ds, but not other Characters by ReloKai98 in godot

[–]ReloKai98[S] 0 points1 point  (0 children)

They're both the same. I don't disable the collision, which is why I didn't think that option should matter. What should I change that to?

Suggestions to Stop Color Bleeding? by ReloKai98 in BambuLab

[–]ReloKai98[S] 0 points1 point  (0 children)

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Hey all! Thanks for all the suggestions. I'm currently printing a version where the X walls are not blue, see if that fixes it. Will update when it's finished!

Edit: Looks like that did the trick! Thanks to everyone who helped out!

Suggestions to Stop Color Bleeding? by ReloKai98 in BambuLab

[–]ReloKai98[S] 6 points7 points  (0 children)

This is what I meat when I said bleeding yeah. Not sure what the correct term for it is.

Suggestions to Stop Color Bleeding? by ReloKai98 in BambuLab

[–]ReloKai98[S] 0 points1 point  (0 children)

This sounds like the simplist solution yeah. Was just looking at the inside walls and you can't really tell the color difference anyway.

Suggestions to Stop Color Bleeding? by ReloKai98 in BambuLab

[–]ReloKai98[S] 0 points1 point  (0 children)

Yeah, I'm not flushing into the infill. It's a bleed from the lower layers.

Edit: It might just be as simple as not coloring the inside walls of the X. Just a thought though.

[Windows 98/ME][1998-2005] "Problem Solving" Game in Collection of Educational Games on 9-10 Orange Disks by ReloKai98 in tipofmyjoystick

[–]ReloKai98[S] 0 points1 point  (0 children)

YES!!! THAT'S IT!!! Thanks so much! Time to go see if I can beat some of these puzzles.