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ASK

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 * undefined
   
   
   WELCOME TO GODOT ASK HELP & TROUBLESHOOTING SUBCATEGORY!
   
   Scheduled Pinned Locked Moved Solved Jul 21, 2023, 11:32 PM Aug 26, 2023,
   9:34 AM
   0 Votes
   2 Posts
   297 Views
   undefined Aug 26, 2023, 9:34 AM
   7. Mark the Solution ✔️
   
   Once you receive an answer that solves your problem, mark it as the solution.
   This will help others with similar issues find the right answer quickly.
   
   Remember, It's a Collaborative Space! 🤝
   
   The Help & Troubleshooting subcategory is all about collaboration and
   learning from one another. Don't hesitate to share your knowledge, offer
   insights, and engage in discussions. Together, we can create a supportive
   environment where everyone can grow their Godot skills.
   
   Happy asking!

 * undefined
   
   
   HOW DO I MAKE THE PLAYER "WAIT" TO BE ABLE TO MOVE UNTIL HE TOUCHES THE
   GROUND AFTER DOING HIS SMASH ATTACK ? THIS IS WHAT I GOT SO FAR BUT IT DOES
   NOT WORK
   
   Scheduled Pinned Locked Moved Feb 27, 2024, 7:00 AM Feb 27, 2024, 7:00 AM
   0 Votes
   1 Posts
   1k Views
   No one has replied
 * undefined
   
   
   HELP WITH STRAIGHT MOVEMENT INTO CIRCULAR MOVEMENT? (GODOT 4.X, GODOT 4.2.1)
   
   Scheduled Pinned Locked Moved Feb 4, 2024, 6:42 AM Feb 9, 2024, 7:25 PM
   0 Votes
   3 Posts
   335 Views
   undefined Feb 9, 2024, 7:25 PM
   
   I made a code to make the item move towards the closest point on the circle.
   
   Basically, I noticed that if you drew an imaginary line from the center of
   the circle to the item, the line eventually touches the closest point on the
   circle.
   Since want to find the slope of that line, use arctan(y/x) to find the angle.
   With the slope, you can then find the x and y coordinates of the point on the
   circle. This is done by cos(angle)radius and sin(angle)radius.
   Now that you have the desired x and y coordinates, simply move the item
   towards that direction.
   
   Note that since Godot measures x and y from the top left corner, you have to
   go through weird conversions to make it work with trig:
   
   extends Node2D var radius = 250 var phase = 0 var speed = 100 var
   angular_speed = .2 var clockwise = -1 #-1 for clockwise, 1 for
   counter-clockwise var x var y var angle var xgoal var ygoal var movement func
   _ready(): position =
   Vector2(randf_range(0,get_viewport_rect().size.x),randf_range(0,get_viewport_rect().size.y))
   set_xy() angle = atan2(y, x) #find the angle from the center of the circle to
   the position xgoal = radius*cos(angle) #using that angle, find the
   coordinates of where that would be on the circle ygoal = radius*sin(angle)
   movement = Vector2(xgoal - x, -(ygoal - y)).normalized() #direction the item
   should travel func set_xy(): #sets the x and y coordinates, then offsets the
   values so that (0, 0) is at the center of the screen (instead of the top left
   ocrner) x = position.x - get_viewport_rect().size.x/2 y = -(position.y -
   get_viewport_rect().size.y/2)
   
   Alright, I hope it makes sense and works for you. I also completed the second
   half of the code.
   
   This part checks if the item is close enough to the edge, then activates the
   next phase.
   In the second phase, the code simply increases the angle slowly, then
   converts the angle to the coordinates on the circle.
   The code should work if you just add it on to the end of the first half:
   
   func _process(delta): if phase == 0: phase0(delta) if phase == 1:
   phase1(delta) func phase0(delta): #moving the item towards the edge of the
   circle. End this phase once close enough to the edge position += movement *
   speed * delta set_xy() #(next several lines) measuring how far it is from the
   edge, then go to next phase if it's close enough var distance =
   Vector2(xgoal-x, -(ygoal-y)).length() if distance<5: phase = 1 func
   phase1(delta): #circling around after reaching the edge angle +=
   angular_speed * clockwise * delta #increase the angle slowly xgoal = radius *
   cos(angle) #(next several lines) finding and converting the angle to
   coordinates. ygoal = -radius * sin(angle) xgoal +=
   get_viewport_rect().size.x/2 ygoal += get_viewport_rect().size.y/2 position =
   Vector2(xgoal, ygoal)
 * undefined
   
   
   DOES ANYONE KNOW WHAT AUDIOEFFECT STEREOENHANCE DOES? (PAN PULLOUT, TIME
   PULLOUT, SURROUND SOUND)
   
   Scheduled Pinned Locked Moved Jan 28, 2024, 1:58 PM Jan 28, 2024, 1:58 PM
   0 Votes
   1 Posts
   79 Views
   No one has replied
 * undefined
   
   
   HOW TO PUT IMAGE / SCREENSHOT INTO COMPUTER CLIPBOARD (GODOT 4.2, GODOT 4.X)
   
   Scheduled Pinned Locked Moved Jan 28, 2024, 1:48 PM Jan 28, 2024, 1:48 PM
   0 Votes
   1 Posts
   79 Views
   No one has replied
 * undefined
   
   
   HELP PLEASE!!!
   
   Scheduled Pinned Locked Moved Jan 14, 2024, 1:36 AM Jan 14, 2024, 1:36 AM
   0 Votes
   1 Posts
   44 Views
   No one has replied
 * undefined
   
   
   MOVE SPRITE2D UPWARDS WITHOUT BEING AFFECTED BY ROTATION
   
   Scheduled Pinned Locked Moved Dec 26, 2023, 6:17 PM Dec 26, 2023, 6:17 PM
   0 Votes
   1 Posts
   60 Views
   No one has replied
 * undefined
   
   
   OVERLAPPING ITEM ISSUES?
   
   Scheduled Pinned Locked Moved Dec 23, 2023, 6:00 PM Dec 26, 2023, 2:25 PM
   0 Votes
   4 Posts
   110 Views
   undefined Dec 26, 2023, 2:25 PM
   
   I am glad it is working now. Hopefully you can get around the delay.

 * undefined
   
   
   WHAT IS THE DIFFERENCE BETWEEN NEAREST AND NEAREST MIPMAP?
   
   Scheduled Pinned Locked Moved Dec 26, 2023, 5:28 AM Dec 26, 2023, 5:28 AM
   0 Votes
   1 Posts
   55 Views
   No one has replied
 * undefined
   
   
   MULTIPLE IDLE ANIMATIONS
   
   Scheduled Pinned Locked Moved Dec 24, 2023, 12:33 AM Dec 25, 2023, 11:39 AM
   1 Votes
   2 Posts
   225 Views
   undefined Dec 25, 2023, 11:39 AM
   
   I believe the other idle animations do not work because the "direction"
   variable is not being properly set. You want to play an idle animation
   whenever the velocity of x and y is 0. But then just above it, your code
   tries to set "direction" depending on the velocities that are greater/lesser
   than 0. Does my explanation make sense? Velocity cannot be 0 in order to set
   a direction but at the same time it must be 0 to play the idle animation.
   
   The solution is to make a variable that keeps track of the direction/velocity
   only while the object is moving.
   Make a new variable like "last_velocity," then keep setting it to velocity IF
   velocity is not 0 (in handleInput). Then, you could use last_velocity to set
   direction (in updateAnimation).

 * undefined
   
   
   IS IT POSSIBLE TO CHECK FOR PLAYER COLLSIONS WITH A NAVIGATION REGIOMN 3D
   
   Scheduled Pinned Locked Moved Dec 14, 2023, 10:02 AM Dec 14, 2023, 10:02 AM
   1 Votes
   1 Posts
   61 Views
   No one has replied
 * undefined
   
   
   DOES ANYONE KNOW HOW I CAN MAKE A VEHICLEBODY GEAR SYSTEM
   
   Scheduled Pinned Locked Moved Dec 12, 2023, 3:59 AM Dec 12, 2023, 3:59 AM
   0 Votes
   1 Posts
   60 Views
   No one has replied
 * undefined
   
   
   TROUBLE
   
   Scheduled Pinned Locked Moved Dec 9, 2023, 10:01 PM Dec 10, 2023, 8:36 AM
   1 Votes
   3 Posts
   88 Views
   undefined Dec 10, 2023, 8:36 AM
   
   Have you tried changing the directory to a different folder? (i.e. a random
   godot saves folder on your desktop)

 * undefined
   
   
   THIS TOPIC IS DELETED!
   
   Scheduled Pinned Locked Moved Dec 2, 2023, 6:54 AM Dec 2, 2023, 6:54 AM
   0 Votes
   2 Posts
   11 Views
   
 * undefined
   
   
   PROBLEM WITH CREATING IMPORTED MODEL
   
   Scheduled Pinned Locked Moved Nov 28, 2023, 12:57 PM Dec 1, 2023, 6:35 AM
   1 Votes
   3 Posts
   158 Views
   undefined Dec 1, 2023, 6:35 AM
   
   It is glb file

 * undefined
   
   
   I NEED HELP TO SMOOTHEN MY MOVEMENT CODE
   
   Scheduled Pinned Locked Moved Nov 30, 2023, 3:28 PM Nov 30, 2023, 8:13 PM
   1 Votes
   2 Posts
   155 Views
   undefined Nov 30, 2023, 8:13 PM
   
   I'm not sure if this is the issue, but has the acceleration value always been
   200 because that might be the problem considering the fact that it's acting
   as the weight for the linear interpolation. I would try lowering it to like
   5. Otherwise I don't see anything that would cause that. I guess that's the
   point of forums, since you can get multiple perspectives at once.

 * undefined
   
   
   HOW TO CREATE PACKEDVECTOR3ARRAY FROM PACKEDBYTEARRAY?
   
   Scheduled Pinned Locked Moved Nov 28, 2023, 1:14 AM Nov 28, 2023, 5:22 AM
   1 Votes
   2 Posts
   584 Views
   undefined Nov 28, 2023, 5:22 AM
   
   While I have no experience with shaders, in Godot any variant can be
   converted to bytes by using var_to_bytes and bytes can be converted back
   again to variant using bytes_to_var
   
   For example,
   
   var v3array : PackedVector3Array = [Vector3.ZERO,Vector3.ONE,Vector3.LEFT]
   print(v3array) # To convert it into bytes var v3array_bytes : PackedByteArray
   = var_to_bytes(v3array) # To convert it back again from bytes to
   PackedVector3Array var convert : PackedVector3Array =
   bytes_to_var(v3array_bytes) print(convert)
   
   Hope it helps :gok:

 * undefined
   
   
   THE RENDERED PIXELS ON MY 3D CHARACTER ARE BIGGER THAN OTHER OBJECTS
   
   Scheduled Pinned Locked Moved Nov 5, 2023, 1:41 PM Nov 25, 2023, 7:58 PM
   1 Votes
   2 Posts
   104 Views
   undefined Nov 25, 2023, 7:58 PM
   
   I'm not too well-versed in the Godot engine thus far, but my best guess would
   be to check that the texture's filter is set to "Nearest" as opposed to
   anything that blurs the pixels like "Inherit" or "Linear"

 * undefined
   
   
   QUESTION ABOUT MOBILE CONTROL
   
   Scheduled Pinned Locked Moved Nov 15, 2023, 3:38 AM Nov 25, 2023, 7:52 PM
   1 Votes
   2 Posts
   148 Views
   undefined Nov 25, 2023, 7:52 PM
   
   I'm not sure whether or not you've figured it out by now, but for mobile
   devices you need to use buttons as your controls, as it's the only feasible
   way to interact with the Godot engine at the moment (besides tapping the
   screen). As for tutorials I would look to the Godot documentation on UI
   elements, or watch a tutorial on buttons.

 * undefined
   
   
   I'M ATTEMPTING SOURCE-STYLE AIR MOVEMENT, BUT THERE'S SOME CAVEATS...
   
   Scheduled Pinned Locked Moved Solved Nov 24, 2023, 6:42 PM Nov 25, 2023, 2:34
   PM
   0 Votes
   3 Posts
   194 Views
   undefined Nov 25, 2023, 2:34 PM
   
   Man, I need to start solving my own problems, because at the expense of
   around 10 hours of my time and a little bit of sanity, I've finally fixed it!
   For any of you trying to make a movement FPS in Godot for whatever reason,
   you can use this as a base. It's klunky, but it works:
   
   if (velocity.x <= 0 && -velocity.x <= max_speed || velocity.x <= 0 &&
   velocity.x * direction.x < 0): velocity.x += direction.x * air_accel * delta;
   if (velocity.z <= 0 && -velocity.z <= max_speed || velocity.z <= 0 &&
   velocity.z * direction.z < 0): velocity.z += direction.z * air_accel * delta;
   if (velocity.x >= 0 && velocity.x <= max_speed || velocity.x >= 0 &&
   velocity.x * direction.x < 0): velocity.x += direction.x * air_accel * delta;
   if (velocity.z >= 0 && velocity.z <= max_speed || velocity.z >= 0 &&
   velocity.z * direction.z < 0): velocity.z += direction.z * air_accel * delta;


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