I wanted to build an editor and wanted make selected node visible while other is made invisible ? how can i do that ?
Ccone
- Sep 14, 2021
- Joined May 3, 2021
- 0 best answers
You need to use engine.preloadFile('path to your .pck file') on the html5 export page (before the function engine.startGame())
any example ? I what path shall i add res:// or user://? Seems does not work in my case. please help
- You need to use engine.preloadFile('path to your .pck file') on the html5 export page (before the function engine.startGame())
- Inside your project, you need to use the function ProjectSettings.load_resource_pack('res://name of your pck')
can you give an example of the above?
- Edited
I have tried does not seems to work . if load the pck file directly it works . can anyone tell me what when wrong?
client.connect('request_completed', self, '_request_completed_dl') add_child(client) client.download_chunk_size = 65535 client.download_file = "res://data/car.pck" client.request("http://localhost:8000/debug-web/car.pck") func _request_completed_dl(result, response_code, headers, body): print(response_code) if response_code == 200: print("yes downloaded") var is_succeed = ProjectSettings.load_resource_pack("res://data/car.pck") if is_succeed: print("load good") #dir_contents("Res://") var scene = load("res://car.tsn") var err = get_tree().change_scene("res://car.tscn") if err!= OK: print("change scene failed")
I am interested and have experience in doing this ping me
it is not only shadow but also depth of Field . any post processing will cause this to happen
Will it be fixed?
Is it cause by the mapping between Webgl2 to openES3 at emscripten ?
I need to use GLES3 with shadows and advance effect on the web . what causes this and will it be fix? if not how can i fix it myself
Is there any update? how can i fix this?
I wanted to load PCK file from http address when the user reach different level or dynamically load some asset when needed. How do i do that for a HTML 5 game using godot
I reported a problem with HTML 5 when i am using Field of Depth of Shadow it will have rubbish in the screen but does not seesm to be fix yet. Also i wanted to know if i could load PCK file from a URL
I wanted to use godot for html 5 3d game development i want to know if there is future for this ? whats my options?
I have discover that i do the parse ont he on_data function of a websocket event . and ti freeze happen . if I process the Json file in _process function there is no freeze . anyone tell me why?
Yes I did when remove the JSON.parse the there is no freeze and when i have it it just freeze whenever the it is called. the Parse_json is the same . everytime the it is call the frame time goes up and he frame freeze a little
I am using websocket and JSON as data stucture . whenever i use the JSON.PARSE the render freeze for a while . I try to do the parsing in a new thread but seems like there is no difference . Is there something I did wrong? or JSON.parse is very intensive . I try only recieving it once in a second . It cause a jitter.
{"subscriptionId":13,"errorCode":0,"errorMsg":null,"data":{"enabled":[[1626087708043,"false"]],"temperature":[[1626087708043,"47.2"]]},"latestValues":{"temperature":1626087708043,"enabled":1626087708043}}
update i have done some test i am usimg nvidia 1660 and when i which on SSAO or DOF far or near i will get this artifact
The 3D rendering seems to be wierd after exporting to HTML 5 i found that after i enabel shadow i get this but after dsiabiing shadow its still the same