Changing scene from main menu to 3d game crashes
- Edited
- Best Answerset by NazarK0
NazarK0 Nothing crashes. The level loads normally just that it's fully obscured by your loading scene which is not getting removed. And that's because load_done
signal handler LoadingScreen::_startOutroAnimation()
gets stuck on first await
.
In general it's not a very good idea to await
form _process()
for multitude of reasons. So try to avoid doing that.
Btw one of the first thing you want to do for pleasant debugging is to implement runtime mouse capture toggle as well as set the game window to be on top (in editor settings), so you can navigate the editor debugging features while observing what happens in the game window.
When hunting for bugs, prints need to be placed (and removed) strategically, in order to gradually zero-in on the bug.
The project is still missing a resource: res://resources/meshes/assets/dungeon_texture.png
dungeon_texture.png
I added, but now this error:
Is the corner without a wall on purpose so it can fail?
I am on developing a game, discover what I can do with Godot
But you must agree that this is not a case why I can't load scene from menu)
- Edited
Yesterday I clone project from repo and a lot of dependencies missing again, but I fix that(before), also when I first run the game it was as xyz said, level loads, but loaging screen was from above (I check in remote). When I run second time It again just stop when level must be loaded. I try to instead of level 1 load settings scene, all work correctly
Thanks everyone for helping!
With the performance, it seems to be all right:
Project FPS: 553 (1.80 mspf)
Project FPS: 605 (1.65 mspf)
Project FPS: 605 (1.65 mspf)
Project FPS: 612 (1.63 mspf)
Project FPS: 614 (1.62 mspf)
Project FPS: 584 (1.71 mspf)
Project FPS: 592 (1.68 mspf)
…but, but to add the movement keys on WASD — it is highly desirable.