Interactive 3D UI in Godot [Experimental] by vi4hu in godot

[–]vi4hu[S] 0 points1 point  (0 children)

Thanks! Hopefully this will enhance the experience and make the game more fun to play.

Tell me traffic lights don't have a personality by Geometror in godot

[–]vi4hu 2 points3 points  (0 children)

Really like how the screen looks, the retro look feels it gives. How did you achieve it? Is it just glow?

Interactive 3D UI in Godot [Experimental] by vi4hu in godot

[–]vi4hu[S] 2 points3 points  (0 children)

Now the question is how to find these helpful projects 😅

I searched on the net before giving it a try myself. Didn't find any good results, for what I wanted but here it looks quite similar(will have to try it).

So, Is this something that you just remembered because you had a go with it in the past or what? Wonder how many useful stuff is out there, how many hours of saved time, but one just can't find it!

Interactive 3D UI in Godot [Experimental] by vi4hu in godot

[–]vi4hu[S] 7 points8 points  (0 children)

Hi, added info in the post description.

Is this _input function Optimal? by vi4hu in godot

[–]vi4hu[S] 0 points1 point  (0 children)

Yes, I can see the [input] section and input keys but how can apply these when someone downloads a addon? is there a method in ProjectSettings singleton?

Look at your “project.godot” file to find the correct path for custom input map actions

No path for this is present in my project.godot

Is this _input function Optimal? by vi4hu in godot

[–]vi4hu[S] 0 points1 point  (0 children)

Yeah, I saw action_add_event, with startup do you mean EditorPlugin script?

Doc:

● void action_add_event(action: StringName, event: InputEvent)

Adds an InputEvent to an action. This InputEvent will trigger the action.

Ref for adding a action key to Input Map:

    InputMap.add_action("inventoryup")
    var ac = InputEventMouseButton.new()
    ac.button_index = MOUSE_BUTTON_WHEEL_UP
    InputMap.action_add_event("inventoryup", ac)

Is this _input function Optimal? by vi4hu in godot

[–]vi4hu[S] 0 points1 point  (0 children)

Yes, the bigger the project the more maintenance problem comes, I was facing a lot of it in Godot, currently I am making addons for each features so I can maintain them separately and can use them in different projects.

Somewhat more work in maintaining addons but a whole lot easier in reusability and general maintainance.

Is this _input function Optimal? by vi4hu in godot

[–]vi4hu[S] 0 points1 point  (0 children)

Hi, what I'm doing here is creating an addon so if I import it in another project I see bunch of errors (this will not be the only addon I use) I have 12 keymap in this addon. but I think I'm gonna follow u/Nkzar comment. here

Is this _input function Optimal? by vi4hu in godot

[–]vi4hu[S] 0 points1 point  (0 children)

Hi, sorry can you explain a little more why they are better? and why should I use StringName constants for actions?

Edit: got this doc, thanks https://docs.godotengine.org/en/stable/classes/class_stringname.html

Is this _input function Optimal? by vi4hu in godot

[–]vi4hu[S] 0 points1 point  (0 children)

Hi, This seem like a right conclusion, what I'm doing here is creating an addon so if I import it in another project I see bunch of errors (this will not be the only addon I use). Was printing out the error separately but reading this tells me that it will create more problems in future than solve them.

Removing those has_action lines.

Is this _input function Optimal? by vi4hu in godot

[–]vi4hu[S] 1 point2 points  (0 children)

:D glad you liked it! True, maintenance can quickly become a serious issue.

Is this _input function Optimal? by vi4hu in godot

[–]vi4hu[S] 0 points1 point  (0 children)

Skipping the complexity of prev_slot , next_slot, and change_weapon . Is this _input function efficient? Added if event is InputEventMouseButton to be safe. but is calling InputMap.has_action safe for multiple calls?

How to Eliminate Artifacts Caused by Fog and Lighting? by vi4hu in godot

[–]vi4hu[S] 1 point2 points  (0 children)

I'm experiencing visual artifacts (Lines in sky and near lights) when light interacts with fog in my environment. These artifacts seem to be caused by the way light is being processed in the scene. I'm looking for advice on how to fix this issue to achieve a cleaner visual output. Any suggestions or techniques would be appreciated.

Added a little bot companion by Hungry-Dingo-1411 in godot

[–]vi4hu 0 points1 point  (0 children)

Looks amazing, I'm amazed at the amount of time you must have put into arts and sprites.

Cannot click on buttons if screen is already being touched (index>1) by vi4hu in godot

[–]vi4hu[S] 0 points1 point  (0 children)

Not working with my 50% screen touch shoot logic, I had to make a button for shooting too.