Jump to content

Andy90

Members
  • Posts

    189
  • Joined

  • Last visited

Everything posted by Andy90

  1. You just need to let the edior open while you do something else. But dont minimize it. Just switch the tab in windows.
  2. hmm this should not be the problem then. Are the trees also mesh layer ?
  3. i was thinking maybe its happening when you run your game in fullscreen. I test it right now with a bordered window.
  4. For some reason, the editor freezes if there is no activity for a certain amount of time.
  5. Hello, the issue occurs when the first player collider becomes stuck while moving over edges of models with a mesh collider. This problem is evident in the video. As depicted, you have to jump or wiggle in order to pass these small edges, which isn't particularly enjoyable for the player. https://streamable.com/l89yw5 How to reproduce: To reproduce the error, you can add a mesh collider to the office model I sent you yesterday and then place it in a scene. The best scaling is 0.6, 0.6, 0.6. Afterward, try running it with a first-person controller.
  6. After the latest buil i realized that the editor is crashin when i try to drop an new model into an existing scene. https://streamable.com/jjpu0k
  7. For some reasons the terrain elevation returns allways 0. Im not sure if its a bug or if i did something wrong. void LootSpawner::SpawnLoot(shared_ptr<Terrain> terrain, shared_ptr<Map> scene, std::weak_ptr<Entity> player) { auto entity = GetEntity(); CreateDebugSpehere(entity->GetWorld(), scene, entity->position, Vec4(1.00, 0.07, 0.07, 1.0)); if (!prefabList.empty()) { for (int i = 0; i < this->itemCount; i++) { float degress = 360 / this->itemCount * i; auto radians = Radians(degress); auto distance = Random(diameterMin, diameterMax); auto sin = Sin(degress); auto cos = Cos(degress); float x = entity->GetPosition(true).x + distance * cos; float z = entity->GetPosition(true).z + distance * sin; float y = terrain->GetElevation(x, z); Print("Terrain height " + String(y)); int prefabIndex = Random(0, prefabList.size()); auto prefabName = prefabList[prefabIndex]; auto prefab = LoadPrefab(entity->GetWorld(), prefabName); prefab->SetPosition(x, y, z); auto lootCrate = prefab->GetComponent<LootCrate>(); lootCrate->SetPlayer(player); scene->AddEntity(prefab); CreateDebugSpehere(entity->GetWorld(), scene, Vec3(x, y, z)); } } this->spawned = true; } void LootSpawner::CreateDebugSpehere(shared_ptr<World> world, shared_ptr<Map> scene, Vec3 location, Vec4 color) { if (debug) { auto sourceSphere = CreateSphere(world); sourceSphere->SetColor(color); sourceSphere->SetPosition(location); scene->AddEntity(sourceSphere); } } bool LootSpawner::Load(table& properties, shared_ptr<Stream> binstream, shared_ptr<Map> scene, const LoadFlags flags) { itemCount = properties["itemCount"]; prefabs = properties["prefabs"]; diameterMin = properties["diameterMin"]; diameterMax = properties["diameterMax"]; auto player = scene->GetEntity(properties["player"]); prefabList = prefabs.Split(";"); for (auto entity : scene->entities) { if (entity->As<Terrain>()) { SpawnLoot(entity->As<Terrain>(), scene, player); } } return true; }
  8. i think it can be related to this bug
  9. For some reasons the model prefabs get culled wrong. https://streamable.com/u6a83p Create an Prefab with an Model and place it into the scene.
  10. Oh here is it: the gltf got 3 materials here are 6 but seems it list the material for each mesh. So it might be right.
  11. maybe you can set the gravity to the center of each qube.
  12. I dont think so. I test it also with an new project. https://streamable.com/woxl8d you need to keep runing or waling to the wall and press jump.
  13. An RTX 3060. Its kinda wired i test it in a new project without an issue. But in my game project it still occuring. Even with an empty map https://streamable.com/l5f7uw Seems its related to this line of code camera->SetRange(0.001, 1000.0); if i use this, the flickering is there. If i comment it out the flickering is starting you can see it in the video below https://streamable.com/aehnbd
  14. I figured out that the colliders get lost when you load the map within the editor. So you create an collider drop the model in the scene everything is fine. When you load the map next time with the editor the colliders are lost again. You can watch the video to see what i mean. https://streamable.com/aw8ek5
  15. Sometimes the colliders for the new mdl format dont load in the game.
  16. For some reasons the transparent order for the models its wrong Also the alpha mask is onlny showing within the editor. In the game itself the alpha cutoff dont work
  17. i testet it with the old shaders and it result in the same problem. The flickering is more intensive if the distance from the model to the center position (0,0,0) is higher.
  18. Some textures are flickering. https://streamable.com/bezza2
  19. Andy90

    PBR Bug

    This could also an bug from the model it self. Another model is working fine.
  20. For some reason child entitys from mdl models dont have any tags. Even if they are assigned within the editor.
  21. Andy90

    PBR Bug

    In this model the pbr dont get loaded correct. Whit windows 3D view everything looks fine Blue.zip
  22. According to my discord post i upload here the model where the problemm happens. https://drive.google.com/file/d/1iqW0j6to9H0XicAe3CFlseViVGf46UN1/view?usp=sharing
  23. Now that we have a transformation gizmo, a function or shortcut for disabling grid snapping would be helpful. So that you can position entities more precisely
×
×
  • Create New...