C
cone

  • Sep 14, 2021
  • Joined May 3, 2021
  • 0 best answers
  • I wanted to build an editor and wanted make selected node visible while other is made invisible ? how can i do that ?

  • 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

    1. You need to use engine.preloadFile('path to your .pck file') on the html5 export page (before the function engine.startGame())
    2. 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?

  • 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

  • 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