Godot Engine. Transferring data between scenes
The enemy should always follow the player, which means taking his positions, but since I have an enemy and the player I have these scenes, I can’t extract the player’s position as I did in the screenshot:
How do I sync the frames from two different animations? When I use get_frame with AnimationPlayer, it tells me it’s a nonexistent function
I am using Gscript with Godot 4.2 & I am new to coding so I’ll try to be as specific as possible
What is a VisibleOnScreenNotifier3D Alternative/Workarund Godot 4.2?
so, i just started learning godot , and i was following godot 3d tutorial from Godot docs “Squash the creeps”, it was going great until i encountered the warning sign on VisibleOnScreenNotifier3D node , it said “VisibleOnScreenNotifier3D nodes are not supported when using the GL Compatibility yet” and i tried to switch my compatibility but my device(intel hd 5500 , intel i3 5th gen, Hp notebook) does not support any other except the “Compatibility” version if i try any other it says “Your driver does not support vulkan” i updated the drivers but it didnt work.
Yahtzee Type Game: Looking for feedback/criticism
Just started using Godot and I am attempting to build a Yahtzee type game on my own. I created a function to evaluate the dice/roll and have it working correctly I believe. I was hoping to get some more experienced eyes to look over my solution and provided some helpful feedback/criticism.
“Tagging” timestamps in Godot Animation Player
Is there a way to add ‘tags’ to the timeline of godot?
How to have two Control nodes occupying the same space without only one being able to accept inputs
I have two Control nodes as children of another node sharing space on the screen, and within both I want to have ScrollContainers or similarly operating nodes the user can interact with. However, just changing the zindex does not do anything in that regard besides visually; the top one will always take the user input. I cannot just hide the other control node, though, because only some of the parts (like where the ScrollContainers are) actually overlap; it would be jarring if the user couldn’t see one Control’s children when utilizing the other. Is there a way to get around this, or do I just need to break up the Control nodes into multiple and try to synchronize them with signals?
How to change texture from animation player in godot
I have a player and an animation where he hold a plate of food all set up in the animation player. I want to be able to change the plate of food to different ones like a meat plate or a veggie plate for example. Is there a way to do this without having to create separate new animations with all the different plates ? Like applying the currect texture before the animation starts playing and being able to change through multiple plates of food ?
Godot – optimise multiple instantiation of the same node with different assets
I am building a 2D hex based game. There will be multiple hex types, each with its own behaviour. My implementation so far:
Godot – best practice to instantiate nodes with inherited classes
I’m building a 2D hex based game using Godot Script. There will be multiple hex types, each with its own behaviour. My implementation plan is:
Godot 4: Drag and Drop data swap doesn’t work with custom resources
I’m currently in the process of making a screen that has ability slots, and it is up to the player to mix and match them and change the order at will. The Drag and Drop functionality worked just fine when it was one-way, but when I tried adding the process of actually swapping the data between the two nodes (should both have any), I keep running into errors.