Godot Version

v4.2.1.stable.official [b09f793f5]
Linux - Pop! OS 22.04

Question

Hello everyone!
I’m a little stuck on this and unfortunately I don’t have much free time to tinker on my own. So I’m here to ask for some help, please.

  • I have my Main Scene where I instantiate different scenes (UI, Level, Player, Enemies).
  • I then created a Level that has a Path3D → PathFollow3D → RemoteTransform3D.
  • Another scene is my Player, a simple Node3D → MeshInstance3D.

In the script on my Main Scene I set the RemoteTransform property remote_path to my player path.
I then update the progress_ratio of my PathFollow3D. However my player doesn’t update its position and/or rotation.

Even if I change the Remote Path on the Runtime tab to the player, or other node/scene the PathFollow doesn’t update their position.

I didn’t find anyone else describing this problem, so I believe I overlooked something. Any help is appreciated.

P.S.: Here is a minimal reproduction example of this ‘problem’. Simple Example - GDrive
Thanks.

  • xyz replied to this.
  • Daishishi The path to remote's target is incorrect. It should be either relative path from the remote to the target or target's absolute path.
    You currently have:

    remote3D.remote_path = "Player"

    It should be (absolute path):

    remote3D.remote_path = "/root/Main/Player"

    or (relative path from remote node):

    remote3D.remote_path = "../../../../Player"

    You can also do:

    remote3D.remote_path = $Player.get_path()

    Daishishi The path to remote's target is incorrect. It should be either relative path from the remote to the target or target's absolute path.
    You currently have:

    remote3D.remote_path = "Player"

    It should be (absolute path):

    remote3D.remote_path = "/root/Main/Player"

    or (relative path from remote node):

    remote3D.remote_path = "../../../../Player"

    You can also do:

    remote3D.remote_path = $Player.get_path()

    Thanks for the fast response. Like I said I don't have much free time these days, so my late response.

    xyz When sharing a project, delete its.godot directory.

    Why is that? It is my first time sharing a project with this purpose.

    Thank you again.

    • xyz replied to this.

      Daishishi Why is that? It is my first time sharing a project with this purpose.

      Same reason you keep it out of version control. It's a temp data folder that engine can always recreate. So no need to share it.

      I see. I thought maybe it had somewhat personal or crucial information inside of it. Thanks for explaining.