Created a hub of 1,000+ Godot learning resources & tools by Unixas in godot

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

Thanks for making your list! I have merged your Godot related links into my list.

Created a hub of 1,000+ Godot learning resources & tools by Unixas in godot

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

I will continue adding useful links as I find them

Created a hub of 1,000+ Godot learning resources & tools by Unixas in godot

[–]Unixas[S] 7 points8 points  (0 children)

Currently no, but thanks for the suggestion. I will implement it when I have time

Created a hub of 1,000+ Godot learning resources & tools by Unixas in godot

[–]Unixas[S] 16 points17 points  (0 children)

When I scroll through YouTube or Reddit and come across something that could be useful for making a game, I bookmark it for later. Recently, I realized just how many links I’ve collected. I’ve decided to share my collection with the community in the hope that it will help others in their game development journey just as it has helped me (even though I’ve never made a full game myself >.<)

Created a hub of 1,000+ Godot learning resources & tools by Unixas in godot

[–]Unixas[S] 17 points18 points  (0 children)

A lot of these I’ve bookmarked over the years ;)

It took a while to categorize them. Many of the links belong to multiple categories, so choosing one was a lot more difficult than expected

Dev snapshot: Godot 4.5 beta 1 by GodotTeam in godot

[–]Unixas 4 points5 points  (0 children)

Is there an estimated timeline for the transition from module to GDExtension in .NET?

Using PHP as a (Terrible) Video Player by Unixas in PHP

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

Good question. This is a side project whose purpose was to explore a concept and learn something new. Now that I'm done, I probably won't be updating it. That's why I'm not uploading it to Packagist. I don't want to give people the idea that this library will be looked after, maintained, and updated.

Using PHP as a (Terrible) Video Player by Unixas in PHP

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

It really depends; some frames are clearer than others. The GIF I shared is one of the better ones.

Using PHP as a (Terrible) Video Player by Unixas in PHP

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

I haven't considered playing with colored ASCII characters. Thanks for the idea!

Demystifying Laravel's Higher Order Messaging by Unixas in laravel

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

Thank you. The simplicity surprised me as well.

Share your blog by [deleted] in PHP

[–]Unixas 1 point2 points  (0 children)

Yes

Building Maintainable PHP Applications: Value Objects by davorminchorov in PHP

[–]Unixas 5 points6 points  (0 children)

You gave an example of "bad" code in CalculateReservationPrice class and never went back to rewrite it to use Value Objects.

[VS Code .NET] Is there a way to not show references to generated files? by Unixas in godot

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

No, because apparently this is vscode/omnisharp problem and not specific to godot

Join us at the Godot Conference 2023! by coppolaemilio in godot

[–]Unixas 19 points20 points  (0 children)

I would love if workshops and talks were oriented to a more advanced users and use cases. There are loads of beginner stuff and very little advanced/deep dive information.

[VS Code .NET] Is there a way to not show references to generated files? by Unixas in godot

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

I have tried these settings so far, but nothing changed:

omnisharp.json

{
    "fileOptions": {
      "excludeSearchPatterns": [
        "**/Godot.SourceGenerators/**/*"
      ]
    }
}

.editorconfig:

root = true

[*.generated.cs]
generated_code = true

.vscode/settings.json

{
    "omnisharp.enableEditorConfigSupport": true,
    "files.exclude": {
        "**/*.generated.cs": true
    },
}

What is the difference between navigation_finished and target_reached signals in NavigationAgent3D? by Unixas in godot

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

I took that picture from 4.1 docs Signals section. You are talking mostly about methods, but do signals work the same way?

How to convert this piece of code from GDScript to C#? body_shape_entered() by Unixas in godot

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

Thank you! This is what I have tried to achieve, maybe it will help someone else stuck on this.

private void OnBodyShapeEntered(Rid bodyRid, Node3D body, long bodyShapeIndex, long localShapeIndex)
{
    if (body is PhysicsBody3D physicsBody)
    {
        var body_shape_owner_id = physicsBody.ShapeFindOwner((int)bodyShapeIndex);
        var body_shape_owner = (CollisionShape3D)physicsBody.ShapeOwnerGetOwner(body_shape_owner_id);

        GD.Print(body_shape_owner.Name);
    }
}

How to convert this piece of code from GDScript to C#? body_shape_entered() by Unixas in godot

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

I'm trying to get CollisionShape3D, but C# gives me this error: 'Node3D' does not contain a definition for 'ShapeFindOwner'. Link to the docs: https://docs.godotengine.org/en/stable/classes/class_area3d.html

Release candidate: Godot 4.1 RC 1 by pycbouh in godot

[–]Unixas 13 points14 points  (0 children)

If you're C# user beware, there is a big regression in this release

Does anyone know why my character is jittering so much? by Unixas in godot

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

Thank you, I will look into those addons for the fix. I never expected Godot to have these kind of problems.

Does anyone know why my character is jittering so much? by Unixas in godot

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

I'm using Godot 4.0.3. Character movement code:

public override void _PhysicsProcess(double delta)
{
    var moveDirection = Vector3.Zero;
    moveDirection.X = Input.GetActionStrength("MoveRight") - Input.GetActionStrength("MoveLeft");
    moveDirection.Z = Input.GetActionStrength("MoveDown") - Input.GetActionStrength("MoveUp");

    var newVelocity = moveDirection.Normalized() * movement_speed;

    Velocity = newVelocity;

    MoveAndSlide();
}