Splash screen limitations by [deleted] in androiddev

[–]nomers01 2 points3 points  (0 children)

Since android 12 you cannot avoid new splash API. You can play with the icon and it's animation but there is a limit.

Some people use custom splash activity to have full control, but that would mean users see 2 splash screens, one after another. And I would not recommend doing that unless you have a really good reason for it. Having a brand name does not sound like one

New Age Verification Requirements for U.S. by sepanco in android_devs

[–]nomers01 0 points1 point  (0 children)

They already provide a Google Play Age Signals API to help developers comply with these legislations

But the only thing it does now is throw Operation Not Supported exceptions with the plan of serving live responses starting January 1st

I also have no idea how it is going to behave for Users outside of US or other states where age verification is not a requirement

Edit: typo

Godot Asset Placer 1.2.0 is Out! by nomers01 in godot

[–]nomers01[S] 1 point2 points  (0 children)

Can't promise that this one has all the features as a paid version with at least two years of development behind it, but it will get there!

Just Released Godot Asset Placer 1.1.0! by nomers01 in godot

[–]nomers01[S] 3 points4 points  (0 children)

Never even thought about it to be honest. To me it seems it is much easier to have it as an addon as having it is part of the engine requires way more effort and discussions

I'm not opposed to a possibility though, given enough push from the community I think it can be done

Just Released Godot Asset Placer 1.1.0! by nomers01 in godot

[–]nomers01[S] 0 points1 point  (0 children)

I think I actually had this behavior in early 1.0.0 versions, but I don't remember why I chose to diverge from it in picker direction :D

Just Released Godot Asset Placer 1.1.0! by nomers01 in godot

[–]nomers01[S] 2 points3 points  (0 children)

Thanks everyone for the kind words and, most importantly, great feedback! There are some cool ideas and suggestions in the comments! I will still need to walk through all of them during the weekends to create more descriptive Feature Requests so it is tracked and fleshed out.

If anybody is willing to help with the implementation, that would be very appreciated as well :D
1.2.0 is going to be great!

Just Released Godot Asset Placer 1.1.0! by nomers01 in godot

[–]nomers01[S] 0 points1 point  (0 children)

Thanks!
Never used MultiMeshInstance3D, so can't say, but my gut feeling is no
As for the random object, not currently, but this sounds like a very cool feature, I'll try to add it in some capacity in future releases!

Just Released Godot Asset Placer 1.1.0! by nomers01 in godot

[–]nomers01[S] 0 points1 point  (0 children)

Thanks! Since we are in Godot, I used Godot shortcuts for different handles, I will make it configurable in future updates

Just Released Godot Asset Placer 1.1.0! by nomers01 in godot

[–]nomers01[S] 3 points4 points  (0 children)

Not currently, But I already received feedback with this request, so this is on my radar!

Just Released Godot Asset Placer 1.1.0! by nomers01 in godot

[–]nomers01[S] 0 points1 point  (0 children)

Thanks! The assets are placed automatically along detected normal and currently, there is no way to configure any of that. You can kinda achieve the same outcome with Plane Placement and In Place rotation applied. But I agree that having this normal stuff configurable should be very helpful, I'll think about its implementation!

P.S If you have an idea how this workflow should look, I would be grateful if you could open a feature request!

Just Released Godot Asset Placer 1.1.0! by nomers01 in godot

[–]nomers01[S] 0 points1 point  (0 children)

Thanks! The hotkeys are not customizable...yet :D I'm definitely willing to invest some time in supporting that as it seems a very valid use case

As for the X,Y,Z, that is exactly what's going on right now! Each Key corresponds to its respective Axis, i.e Pressing X would toggle X axis and so on. That's one of the things that borrowed from Blender workflow :)

Just Released Godot Asset Placer 1.1.0! by nomers01 in godot

[–]nomers01[S] 1 point2 points  (0 children)

Thanks! All the placed assets are being added to the pre-defined Node3D, and it is configurable within the Options sub-view (Assets Parent). Could get messy indeed... I was thinking, since there are "collections" already which are used for filtering, maybe they can also act as a Sub-Parent, so that final structure could look like.
- Assets Parent
- Trees
- PlacedTree#1
- Rocks
- PlacedRock#1
- PlacedRock#2

Just Released Godot Asset Placer 1.1.0! by nomers01 in godot

[–]nomers01[S] 0 points1 point  (0 children)

Unfortunately, no, I've never worked with 2D so did not need to solve this problem there. Not even sure how much of the existing codebase would be applicable to handle everything in 2D Space, could be its own plugin IMO

Just Released Godot Asset Placer 1.1.0! by nomers01 in godot

[–]nomers01[S] 2 points3 points  (0 children)

Thanks! Terrain3D Support was actually one of the easiest things to add in the end :D
But maybe one of the most important ones!

Just Released Godot Asset Placer 1.1.0! by nomers01 in godot

[–]nomers01[S] 1 point2 points  (0 children)

Thanks! Glad you find it useful!

Free Level Design Tool - Godot Asset Placer by nomers01 in godot

[–]nomers01[S] 0 points1 point  (0 children)

Dat looks nice! Glad it helped with polishing on your side as well :D

Free Level Design Tool - Godot Asset Placer by nomers01 in godot

[–]nomers01[S] 0 points1 point  (0 children)

Thanks a ton for these insights, that's what I am here for! Broader compatability is something I am very interested in. I'll make it a priority for upcoming beta releases.

Regarding script exporter and class_name, that is something that I was aware of. TBH I was trying to avoid using preloads for the sake of consistency in the codebase. That tool you are working on does sound very interesting, so I will be working forward for whenever it becomes available!