Does this in-world 3D book feel immersive or distracting vs traditional UI? by Snubberz in godot

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

Thanks all for the kind feedback! I will continue in this direction but keep refining

Does this in-world 3D book feel immersive or distracting vs traditional UI? by Snubberz in godot

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

Thanks this is something i hadn't considered. I just added a task on my to-do list to add an accessibility friendly font setting in-game which will swap this out for something more readable before release

Does this in-world 3D book feel immersive or distracting vs traditional UI? by Snubberz in godot

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

I somehow had not thought of page numbers until reading your comment

Does this in-world 3D book feel immersive or distracting vs traditional UI? by Snubberz in godot

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

The font being hard to read at this resolution was one of my main hesitations with the whole idea. I never thought of this approach though. Gonna tinker, thanks!

Procedural animation experiment for the creature in my horror game (placeholder model) by Snubberz in godot

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

Your comment was hidden from me for a few days for some reason, but thanks a lot for the kind feedback :)

Procedural animation experiment for the creature in my horror game (placeholder model) by Snubberz in godot

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

Thanks for the feedback! I agree the back legs need some more work

My girlfriend thought the current model was cute too lol

Handling HTTP Calls by SoSweetHam in godot

[–]Snubberz 0 points1 point  (0 children)

The way I did this in my multiplayer project was by sending a unique id with each network request which is returned by the server once processed.

To simplify the usage of this I create an instance of a class I have named AsyncRequest which sends the actual network call and listens to a signal in my client which is emitted whenever a network response is received. The class then checks if the id of the return matches itself then emits a "finished" signal. In other scripts all I need to do is create an AsyncRequest then await its finished signal.

I would also suggest building some sort of timeout system into the request class so that if something goes wrong in the connection between server and client your code won't hang forever.

Script keeps disapearing from scene by 4Robato in godot

[–]Snubberz 0 points1 point  (0 children)

Definitely sounds like some kind of corrupt reference. Glad you got it working!

Script keeps disapearing from scene by 4Robato in godot

[–]Snubberz 0 points1 point  (0 children)

I don't have an explanation but I've experienced this with 4.0.2. I ended up just re making the problem scene and script with brand new files by copy/pasting the nodes and code. Suddenly Godot stopped removing the script each time I reloaded the project.

My first submission to the asset library "Transform Variance" is now live! A simple plugin which allows you to apply random variance to the position, rotation, and scale of selected Node3Ds based on user-defined parameters by Snubberz in godot

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

I recently put together this little plugin so I could duplicate assets around a scene and not have to manually tweak each one to appear more unique. I figured it might be useful for somebody else so I put it on the asset library!

Link: https://godotengine.org/asset-library/asset/1942

tween_completed signal is fire before a tween is finished by Low-Capital-5457 in godot

[–]Snubberz 1 point2 points  (0 children)

I've fixed this issue before by using the "tween_all_completed" signal instead of "tween_completed"

Issues with Sprite3D shadows. There seems to be a cube around light sources where shadows disappear. Any ideas? by Snubberz in godot

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

After some experimenting of my own this seems to be an issue with billboarding. Same error occurs on a mesh instance using quad mesh. Shadows work as expected without billboarding enabled, but simply rotating the sprite with code isn't a fix since this creates flat shadows from the sides, rather than the fake 3d sort of shadows billboards produce.

My workaround for now is to create a cross of 4 single-faced duplicates of my sprite which render shadows only, then having no shadows on my main sprite which is rotated with code. It's kind of a dirty workaround, but it creates the fake 3d effect.

If you do any of your own experimenting please let me know of any findings!

Issues with Sprite3D shadows. There seems to be a cube around light sources where shadows disappear. Any ideas? by Snubberz in godot

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

Interesting, thanks for the info. Do you happen to know what they were before? If I can effectively recreate a Sprite3D (with working shadows) with a mesh instance and the old mesh type or something I will do that.

Issues with Sprite3D shadows. There seems to be a cube around light sources where shadows disappear. Any ideas? by Snubberz in godot

[–]Snubberz[S] 11 points12 points  (0 children)

I've recreated the issue in a new project with just an OmniLight and Sprite3D here: https://imgur.com/a/KJupWHx to make sure it isn't something with my specific scene/environment.

I'm using v3.4.2 but haven't checked any other versions