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* Home * Recent * Tags * Popular * Users * Groups Skins Light Cerulean Cosmo Flatly Journal Litera Lumen Lux Materia Minty Morph Pulse Sandstone Simplex Sketchy Spacelab United Yeti Zephyr Dark Cyborg Darkly Quartz Slate Solar Superhero Vapor -------------------------------------------------------------------------------- Default (Darkly) No Skin Collapse GODOT COMMUNITY Your browser does not seem to support JavaScript. As a result, your viewing experience will be diminished, and you have been placed in read-only mode. Please download a browser that supports JavaScript, or enable it if it's disabled (i.e. NoScript). 1. Home 2. Godot Engine ASK 64 Topics 173 Posts All tags * All tags Sort by * Newest to Oldest * Oldest to Newest * Most Posts * Most Votes * Most Views Load new posts Log in to post * 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; © 2023 Godot Community Privacy - Terms - Contact * * 1 * 2 * 3 * 4 * * * * 1 / 4 * * * Login -------------------------------------------------------------------------------- * Don't have an account? 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