Godot Version 4.5.1 Question Sorry for the stupid question but how do we view the import tab for an image? The only way we can import an image is by dragging it into the filesystem right? I did that and clicked on the image but the inspector doesn’t have an import tab.| Godot Forum - Latest posts
I’m also getting this issue on Linux: Godot Engine v4.5.1.stable.mono.arch_linux Godot itself is running on Wayland, and launching the game via Godot, the game app runs on X11.| Godot Forum - Latest posts
Godot Version Godot 4.5 Question So I’m trying to make Metroidvania style doors that change scenes, but I want to use a main scene that I instantiate my rooms into which contains the player, ui, etc. However, I can’t find a good method for making this work. Here’s the code, but I’m not very attached to it so change it as you would like extends Node @export var level_1: PackedScene var current_room func _ready(): load_room(level_1) func load_room(destination): # Remove the old room if ...| Godot Forum - Latest posts
Godot Version 4.5.1 .NET Question Step 0: Install Visual studio 2026 insiders, everything selected, comes with .NET 10 Step 1: Install .NET 8 winget install Microsoft.DotNet.SDK.8 winget install Microsoft.DotNet.DesktopRuntime.8 Step 2: Install Godot for the first time v4.5.1 .NET. Step 3: Run, create project, attach C#, during that error: Godot Engine v4.5.1.stable.mono.official (c) 2007-present Juan Linietsky, Ariel Manzur & Godot Contributors. --- Debug adapter server started on port 6006 ...| Godot Forum - Latest posts
Godot Version 4.5 Question I’m trying to implement a texel space lighting system with a custom shader. I’ve found one or two people attempting this idea but there’s not that much information. I ended up more or less copying this code vec2 tex_size = vec2(textureSize(texture_albedo, 0)); vec2 nearest_texel = (floor(base_uv * tex_size) + 0.5) / tex_size; vec2 offset = nearest_texel - base_uv; vec2 x_derivative = dFdx(base_uv); vec2 y_derivative = dFdy(base_uv); offset /= x_derivative.s*y_...| Godot Forum - Latest posts
Godot 4 Hey everyone, I’ve got a decent handle on the basics of GDScript — variables, functions, signals, all that — but I’m trying to get better at actually using it when making games. I’ve been messing around with different setups, but I’m still figuring out what feels right when it comes to organizing scripts and keeping things clean as a project grows. Just curious how other people go about it or what helped you get comfortable using GDScript in a real game setup.| Godot Forum - Latest posts
4.5.1. Godot Version Hi there, I’m trying to make a 2D fighting game using frames from a video I made myself. When I tested it in VS Code, every frame had the same size, even with transparent backgrounds, everything had perfect possition. But in Godot, it automatically ignores the original frame size and crops around the character. For example, in a step-forward animation, the pivot point is either in the center or the top-left corner. Each frame has a different size, and the whole animatio...| Godot Forum - Latest posts
You should just edit the player or environment properties when the player is in the area and presses e. What exactly do you mean by interaction?| Godot Forum - Latest posts
Hey does anyone know if there are future plans to integrate C++ scripting inside the godot editor like that project jenova? GitHub - Jenova-Framework/J.E.N.O.V.A: Projekt J.E.N.O.V.A is a comprehensive series of components for the Godot Engine expanding its capabilities with cutting-edge technologies.| Godot Forum - Latest posts
Godot Version 4.5 Question Well, I’m trying to have an small multiplayer topdown shooter, and most of the functions work, but I’m not able to imagine how to load some local data on joining the players, and how to show correctly to the rest of players. I have some autoloads that will be updated remotely, saved and loaded, this is not a problem. When constructing the player, some (many) of these data are used to apply personal attributes as health, weapon eqquiped, level, and so on… On mu...| Godot Forum - Latest posts
Me: Mom, can I use Unity? Mom: We have Unity at home Unity at home: I never used Unity😅so who knows if that’s correct or not. I did waste a lot of time doing this so…| Godot Forum - Latest posts
Godot Version 4.5 stable Question I’m just wondering if this is a valid, not-overdesigned approach in general, or maybe at least for my game specifically. In a nutshell: Data for specific enemies stored in .tres file Resources. A handful of scenes for each type of enemy that don’t have data in them, but read from said Resources to create themselves when spawned. Explanation I’m making a simple platformer that procedurally generates stages and randomly places enemies from a list of possi...| Godot Forum - Latest posts
Well It turns out that I didn’t know that I had to turn on the INTERNET option while exporting on Android. Stated In Docs: High-level multiplayer — Godot Engine (stable) documentation in English Now my code works.| Godot Forum - Latest posts
You can work around. Instead of the visibility of the parent drop the opacity (alpha) in self modulate property. This effectively makes the parent invisible while leaving the child visible.| Godot Forum - Latest posts
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Thank you, I ended up solving it the same night I made the post. I pretty much did what you explained.| Godot Forum - Latest posts
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Godot Version: 4.5.1 How would I make a MeshInstance2D and a CollisionShape2D (or CollisionPolygon2D) be the outline of a circle and not the full circle? There could be a possibility for the MeshInstance2D using a torus, but I’m stumped with doing it on a collision shape/polygon. I’m trying to avoid having to make the many points of a circle outline manually in a polygon (this object is going to be really big), so an option with minimal to no points would be preferred. Thanks!| Godot Forum - Latest posts
I’m making a level editor and I would want the player to be able to create files and give them a name with the usual “saving file window”. I’d also like for the player to be able to pick a file in the same kind of window so the game reads it. Is there any way or should I find a different sistem to open files (I can work with that)?| Godot Forum - Latest posts
Typically stairs are dealt with by having a RayCast3D shooting down in front of the character to detect the stairs, and when a stair is detected based on the height of the collision, the player is popped up to that level. There are tutorials for it. As for swaying trees, attach the time to a sin and pass that to the x and z coords of the vertexes. Typically you can also use a UV map so that the top sways and the bottom doesn’t. Take a look at Godot grass shaders. There’s a bunch of tutori...| Godot Forum - Latest posts
wall thats it its simple| Godot Forum - Latest posts
Godot Version 4 Question Hello everyone, I’m working on a 2D incremental game in Godot 4, and I’m facing an issue where my spawned objects are functionally present (I can click on them and they work) but they’re completely invisible. The objects spawn correctly, I can interact with them, but I cannot see their sprites. Here’s my setup: Game Structure: Main scene with GameManager, Cursor, Slime, and UI nodes ClickableObject scene that gets instantiated by GameManager The Problem: Objec...| Godot Forum
Godot Version 4.5.1.stable Question I’m using animations to control the z index of various sprites in my player to allow the attack sprite to be in front of/behind the player depending on which way they’re looking. This has worked pretty well, but I’m running into issues with the layering of sprites outside of the player: (I’m using the built in y-sort) I’d ideally want the player sprite to be rendered on a single layer so that the attack sprite was at least consistent with the z-or...| Godot Forum
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Godot Version 4.5 Question I know that you can go down a scene tree I would use $node but I don’t know how to go up a scene tree. Furthermore I would like to know if I can pass up values from one node to another. This is because I’m making a strategy game and I’m currently trying to figure out how to get the Swordsman health to be displayed on the HUD. Scene tree:| Godot Forum
Godot Version 4.4 Question I’m making a game where in my level there is a player scene and a crafting table scene. I have it to where the player can press a key and create a line trace, which then detects whether the line hits a crafting table, at which point opens a menu. I’m able to get the collider name and such from this interaction. What I’d like to do is have the player’s crafting resource, such as metal, transfer from the player to that specific crafting table upon clicking a b...| Godot Forum
A place for the Godot community to meet, ask questions, share their work, and provide help to other users.| Godot Forum
A place for the Godot community to meet, ask questions, share their work, and provide help to other users.| Godot Forum
This is a good shout now that you mention it! I think I made the Global script the one thats on the root, so it wasnt able to find any children. I’ll mark this as the solution if I can find my way out of this, many thanks for your help!| Godot Forum
A place for the Godot community to meet, ask questions, share their work, and provide help to other users.| Godot Forum
I’d try to add vec2(0.5) to the floored value (to get the center of the texel) before dividing by the width. Or convert the floored value to ivec2 and use texelFetch() (instead of dividing by the width in this case).| Godot Forum
SOLVED! Thanks to @hyvernox for his solution of adding 0.5 to the floored value in my calculate_pixel_perfect function. float calculate_pixel_perfect(float uv, float size) { float pixel_perfect_uv = ((floor(uv * size) + 0.5) / size); return pixel_perfect_uv; Godot Version v4.5.1.stable.steam [f62fdbde1] Question How do I fix my code to accurately render nearest pixels with respect to the texture’s pixel size? So I have a modified version of Youkuri’s Bounding Battle Background shader and ...| Godot Forum
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When I try to open the demo in 3.5.3 or 3.5.2, I get the error message below. I redownloaded the demo again a second time to make sure and got the same message. I also asked someone on Discord about it and they said that the project.godot is for version 4.2. Are you sure there’s nothing else that could be the solution?| Godot Forum
Godot Version 4.6 beta (customization stemming from commit c1b067f83ce7433522b41d25e8f2d93bb25607bd) This is on an M1 Mac, Tahoe 26.0.1. Question All traffic from my microphone seems to be returning a byte stream of 0’s instead of meaningful data. To debug this, I wrote a fairly simple script setup where the program accesses my microphone, records for 3 seconds, then plays it back. General outline: 3D Node scene with 3 children (two AudioStreamPlayer3D nodes called MicPlayer and ReplayPlaye...| Godot Forum
Godot Version 4.5 Question My area 2D (or collision shape) is not reacting well to the signal mouse_entered(), for some reason looks like it's reacting to a bit down than what it should. At first I thought it was something about the collision changing on play but with debug tool, the collision is on place. I'm lost, what am I doing wrong? | Godot Forum
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ℹ Attention Topic was automatically imported from the old Question2Answer platform. 👤 Asked By Atlas Hi there! I’ve created a class/script, “Date.gd”, which simply stores 3 int’s representing a date, i.e. 03/09/2020. This script is located at “res://assets/utils/Date.gd”. I’m trying to ‘include’ it in my Character script, that way I can declare a var _birth_date: Date as a variable for the Character. I’m coming from a Java background, so I’m...| Godot Forum