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Play and resume animation inside script

Cocos

I have created a Prefab containing a baked skeletal animation and a typescript. No matter how I try to use play() inside the script, the animation will not run. After some effort, I have observed something: The animation can only play if I check the Play on load in the editor.

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Play and resume animation inside script

Cocos

I have created a Prefab containing a baked skeletal animation and a typescript. No matter how I try to use play() inside the script, the animation will not run. Now I can play the animation in the script, the question is how can I get the current position from SkeletalAnimation to set the position for the parent node?

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Logging in cocos creator

Cocos

I have added a simple script to my prefab as you can see below export class MermaidController extends Component { private _startAnim: boolean = false; start() { input.on(Input.EventType.MOUSE_UP, I don’t know if this is relevant but my prefab is created by importing a baked animation from Maya. I am new to CocosCreator.

Baking 40
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Cocos Creator 3.8.2 LTS has been released!

Cocos

Editor Fixed the issue where new scripts would not run after importing a resource package. Fixed the potential freezing of the preview when scripts were frequently modified. Fixed the issue where moving the probe point after baking the light probe caused the loss of the baked effect of the probe.

Baking 40
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Cocos Creator v3.8.2 Community Test Version

Cocos

Fixes Fix the issue where the new script will not run after importing the resource package and can only be restarted. Fix the issue where preview may be stuck if the script is modified frequently. Fix the issue where the baking result of the light probe is lost after moving the probe. Feedback source ) Fix the issue where cc.js

Texture 40
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Navigation Server for Godot 4.0

Mircosoft Game Dev

Runtime navigation mesh baking. Now the NavigationRegion can be added during gameplay, and it's possible to change its transform or even bake the navigation mesh data at runtime. Remember to hit the button Bake NavMesh to bake the navigation data, as you used to do in 3.x! Runtime baking. Multi-threading safety.

Agent 52
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New improvements for GPUParticles in Godot 4.0

Mircosoft Game Dev

To solve this, it is now possible to emit particles manually by calling a function from the script API: Sub-Emitters. Emitting particles manually is not only possible from script. Baked SDF Collision. It bakes an area of a custom resolution as a signed distance field. To solve this, the SDF collider was added.