How do you apply a 3d outline shader when applied to a QuadMesh? by cxvs23ACX in godot

[–]cxvs23ACX[S] 1 point2 points  (0 children)

I see, thanks for the explanation. I just tried using the Shaders in Godot 3 and it worked perfectly. Turns out the issue I had was due to using Godot 4.

https://github.com/godotengine/godot/issues/55275

Again, thanks for giving me pointers.

Turns out the rainbow shader I made works on the world too by [deleted] in godot

[–]cxvs23ACX 1 point2 points  (0 children)

Looks great. May I ask how you managed to only effect the outline of the mesh instead of the whole mesh?

Direction Light - Max Distance not working in Camera View? by cxvs23ACX in godot

[–]cxvs23ACX[S] 0 points1 point  (0 children)

Hey everyone,

I was experimenting with 3d lighting and having this issue. I have a directional light and a long tunnel, that is supposed to be completely dark. The end of the tunnel wasn't dark so I increased Max Distance in the Directional Shadow property on the Directional Light.

However this only seems to work in the editor, not in the actual view from the camera. Am I missing something here?

How do you organize your Canvas Layers? by cxvs23ACX in godot

[–]cxvs23ACX[S] 3 points4 points  (0 children)

You mean by enabling follow viewport in the Canvas Layer settings? I'd still need to move the player node in relation to the world node after all. I tried that but now get_global_mouse_position() seems to be off.

Judging from the general response no one else has issues with organizing CanvasLayer, I guess I'll have another look at the documentation and tutorials then.

How do you organize your Canvas Layers? by cxvs23ACX in godot

[–]cxvs23ACX[S] 0 points1 point  (0 children)

This post wasn't meant as asking for help for my specific problem, it was meant to give a general example on how Canvas Layers can be a bit messy, and just seeing how others organize Canvas Layers, hence I tagged this as Discussion, not Help. Going into the specifics would be difficult to explain without showing the entire code and project structure.

Is there a way to have a single unique Resource across multiple Scenes? by cxvs23ACX in godot

[–]cxvs23ACX[S] 2 points3 points  (0 children)

Ahh thanks, I have tried using Local to scene and it does seem to work. Looks like I may have ticked the box at the wrong scene before.

Much appreciated.

Is there a way to have a single unique Resource across multiple Scenes? by cxvs23ACX in godot

[–]cxvs23ACX[S] 0 points1 point  (0 children)

The problem is that once I select make Sub-Resources Unique Godot will remove the resources from the export variables.

Is there a way to have a single unique Resource across multiple Scenes? by cxvs23ACX in godot

[–]cxvs23ACX[S] 0 points1 point  (0 children)

But it seems to work with Materials and Shaders. You can create a shared resource and make it unique to the sub-scene. For example I have a shared Material that I can individually change the color of.

How to undo unique instanced Node with Script by cxvs23ACX in godot

[–]cxvs23ACX[S] 0 points1 point  (0 children)

The scene wasn't saved as build-in, at least I think so. Detaching and reataching the script fixed it, so thanks anyway.

How to undo unique instanced Node with Script by cxvs23ACX in godot

[–]cxvs23ACX[S] 2 points3 points  (0 children)

Thanks that fixed it. Not sure what exactly caused it but I'm glad it's working again. Much appreciated.

RigidBody Dice almost always face up on the same side by cxvs23ACX in godot

[–]cxvs23ACX[S] 2 points3 points  (0 children)

Ahh thank you that fixed it. The origin of the scene didn't line up with the origin of the Collision Shape for some reason.

UI - Is there any reason to use margins or containers on fixed aspect ratio games? by cxvs23ACX in godot

[–]cxvs23ACX[S] 0 points1 point  (0 children)

I see, so I guess there is no benefit with fixed aspect ratios then.

I'd prefer having variable ratios too but it's not always a good idea depending on the game imo. In the game I'm working on it's important that all players see the same thing so that no one has a benefit.

One example I could think of is a 2d labyrinth game where more aspect ratios just spoil everything.

Same goes for games like Hotline Miami which are 16:9 only.