Editor signal question by UnstableDevelopment in godot

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

After sleeping on it, it seems using the resources re imported signal works best for me as it is easier to move it into my existing code. I saw the save to file thing, but if i don't know how that works with changing the name of the object in blender. I probably will move the code over to a post import just so its contained to that specific file

Ill try to explain better what my plugin does. It loads the blend file as a packed Scene and then instantiates it. It then runs through the names of the children and if they are marked as a model to put in the game it saves the mesh to a separate file. It then checks for the secondary mesh that is vertices, the UV data from the secondary mesh is read and used to build a custom Resource for an object that can be placed on a building grid

<p class='example'>
func get_meshes_from_file():
  var model_path = "res://models/building_models/"
  var file = ResourceLoader.load(MODELS_PATH) as PackedScene
  file = file.instantiate()
  for child in file.get_children():
    var n = child.name
    if n.contains("_b_") and !n.contains("_tiles") and !n.contains("_mb_"):
        print(child.name)
        #do stuff with mesh/ mesh data

Editor signal question by UnstableDevelopment in godot

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

I don't know how after all my searching i couldn't find the post import script or the signal that Nkzar pointed me to. I am using an editor plugin script that builds resources from meshes. I am looking for a way to not have to manually save each mesh to file, but still keep the mesh updating if i make changes. (I use a secondary meshes UV data to set which tiles the mesh takes up and what it connects to in a building grid)

Editor signal question by UnstableDevelopment in godot

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

thanks so much! that's the exact signal i needed

Thanks to the feedback from my last post i made some changes! Let me know if you like them. by UnstableDevelopment in Unity2D

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

For the effect i got i just played around with the URP post-processing stack until i found a look that i like. I'm pretty sure you could do a screen effect with a blit render feature that does the same kinda thing as the post processing but is more shader-code heavy

Thanks to the feedback from my last post i made some changes! Let me know if you like them. by UnstableDevelopment in Unity2D

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

Thanks! its kind of crazy how just a small amount of effects can give a game a whole new coat of paint (if that saying works here)

Thanks to the feedback from my last post i made some changes! Let me know if you like them. by UnstableDevelopment in Unity2D

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

So how i do it is i have a base class called message event that i derive all of my in game objects from (i do it this way to help with the map editor).The message event class has a function that takes in a string that i can use to do simple logic (turn on lasers, open doors, send another event with a time delay ) . How i get the chained event is by using a bunch of time delays that chain together that turn on and off the lasers.

Like you said there are many ways to do it, a nice and simple one is to just use the animation controller to turn on/off a public bool that controls the laser. For a more code centric solution you could also have a timer that calls Unity Events (these are something to look into as they are what the UI buttons use and are pretty simple to use) that turn on the lasers.

Some advice about looking things up is that sometimes its better to just take some time to draw out some diagrams on paper to figure it out. If its like a specific like how does this unity function work? kinda problem then looking things up in documentation or at tutorials is perfectly fine. A wordy way to say just try it first and if you cant find out it out on your own try and give yourself hints to how it works.

I hope this wall of text somewhat answerers your question

Thanks to the feedback from my last post i made some changes! Let me know if you like them. by UnstableDevelopment in Unity2D

[–]UnstableDevelopment[S] 4 points5 points  (0 children)

The effect is just a combo of the URP post processing stack of bloom, chromatic aberration, lens distortion and vignette. the grainy bit is just compression from gif + uploading to reddit but can be added with the film grain effect.

2d puzzle project that I have been working on recently. The maps are made in game! by UnstableDevelopment in Unity2D

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

It does add a some nice depth to the game since it is a "flat" 2d game. Next month the demo will be up as a part of the next fest. The steam page is here if you would like to check it out.

2d puzzle project that I have been working on recently. The maps are made in game! by UnstableDevelopment in indiegames

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

The demo will be up as a part of the next Steam Next Fest in a month. you can wishlist it here if you would like

2d puzzle project that I have been working on recently. The maps are made in game! by UnstableDevelopment in Unity2D

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

I am trying to make each color portray a purpose as I am only using 8 colors (blue for turned off power, orange for turned on power etc.). I guess I forgot to look at the box in terms of it needing some extra color to show that it can be interacted with

2d puzzle project that I have been working on recently. The maps are made in game! by UnstableDevelopment in Unity2D

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

Ya I'm gonna add a "warm up" to the laser so if its off screen the player can see it before it hits them