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Animation: Fix incomplete FPS spinbox display in sprite frames editor ( GH-101798 ). something that worked in a previous release is now broken) and significant new bugs introduced by new features. See the GitHub issue tracker for a complete list of known bugs. The issue is tracked in GH-101391. The issue is tracked in GH-101007.
With sprite-frame’s trim type = auto , you can see the coins displayed quite strangely. But with sprite-frame’s trim type = none , it works well. More info: Version: 3.7.3 Platform: Web Demo: BugParticle2D.zip (54.3
github.com/cocos/cocos-engine Plist file overwritten with exceptions opened 06:02AM - 30 Jan 23 UTC closed 09:01AM - 03 Feb 23 UTC OnlyKoei Bug ECO: Feedback Compatibility P2 Module: AssetSystem Editor ### Cocos Creator version 3.6.2,3.7.0 ### System information window 10 ### I … ssue description [link]  Is this a bug? Unless I click and hold the right mouse button the shader doesn’t move or update in the scene. (I Or is it a feature that I can turn on/off somewhere?
Whenever I attach them to a material, and then a sprite in the engine, I can see them moving in the editor as expected. Sorry to litter up the forums with a question like this but I couldn’t find anything about it anywhere online… So… I have made some shaders that use time to essentially animate themselves.
Hello, thanks for attention I have used spriteFrame.width or.height to get original size of spriteFrame and then dynamically calculate indexes to.setScale() on node with this sprite. I come to idea of using of clone() while attaching to Sprite component, so original SpriteFrame will not be affected this way. But it looks weird for me.
best way to debug this kind of bugs is to activate physic debugging, add this to your code. onLoad() { PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb | EPhysics2DDrawFlags.Pair | EPhysics2DDrawFlags.CenterOfMass | EPhysics2DDrawFlags.Joint | EPhysics2DDrawFlags.Shape; }
Logs show that the animation is playing, spriteFrame is changing, node and Sprite component is active, but there is just no image at all. I have several 2D animation clips changing spriteFrame, but switching between these clips can sometimes cause the image totally disappears.
Logs show that the animation is playing, spriteFrame is changing, node and Sprite component is active, but there is just no image at all. I have several 2D animation clips changing spriteFrame , but switching between these clips can sometimes cause the image totally disappears.
One shader is used, only the sprite texture changes. Do you need some tweaks or is this a bug? The HelloWorld texture has a size of 196 X 270. I scaled it up in the graphics editor to 400 x 554 and the distortion is barely noticeable.
We took a bit longer to prepare this beta as there were a number of fairly big GDScript refactoring PRs (needed to fix many bugs), which we wanted to merge all at once. See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports. Be sure to report anything that stops working as expected in your scripts.
Many bugs were fixed, improvements made, and documentation was written. Please test this release with your existing projects and as usual: Any breakage of existing projects after upgrading is a bug, unless noted in the Known incompatibilities section of this blog post. If we somehow missed something please report a bug.
We took a bit longer to prepare this beta as there were a number of fairly big GDScript refactoring PRs (needed to fix many bugs), which we wanted to merge all at once. See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports. Be sure to report anything that stops working as expected in your scripts.
However, when I try to add Sprite component to that node, I run into a problem which is I am not able to load spriteFrame, and assign to that node. spriteFrame = sprite_frame; }) When I run the extension, I got this bug: [Scene] Cannot read property ‘width’ of undefined Do you guys know what I am missing in here?
They have been working on many bug fixes and some improvements to the OpenGL rendering in the 3.x Right now batching has only been implemented for rectangle primitives (which includes tilemaps, text, sprites, and many GUI nodes). Top: 10,000 Sprites with a randomized modulate and position. Can you spot the difference?
stable please report a bug. If you too would like to to be counted amongst their ranks join us and fix bugs, write documentation, or file bugreports. This was a bug and now an actually unique ID is returned. Known bugs in Godot 3.1.1. If we inadvertently changed behavior for your project started with Godot 3.1-stable
This helps avoiding potential bugs and also allows a better code completion. This can make the code more concise: var direction_vector : = Vector2(1, 0) # direction_vector is of type Vector2 because of the assigned constant var my_sprite := $MySprite as Sprite # my_sprite is of type Sprite because of casting. Code completion.
branch is worked on in parallel and receives minor updates to fix bugs, improve usability and occasionally add some compatible features. Among a wide array of bug fixes to the GLES2 and GLES3 renderer, they also designed and implemented a 2D batching system for GLES2 , which greatly optimizes the 2D rendering performance in many situations.
Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). Bug reports. As a tester, you are encouraged to open bug reports if you experience issues with 3.4.1 Import: Fix incorrect glTF cubic spline interpolation times/values size error ( GH-54805 ). no longer works in 3.4.1
Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). Bug reports. As a tester, you are encouraged to open bug reports if you experience issues with 3.4.1 Import: Fix incorrect glTF cubic spline interpolation times/values size error ( GH-54805 ). no longer works in 3.4.1
Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). Bug reports. As a tester, you are encouraged to open bug reports if you experience issues with 3.4.1 Import: Fix incorrect glTF cubic spline interpolation times/values size error ( GH-54805 ). no longer works in 3.4.1
So I’m going to provide to you assets, so sprites, sounds, images, everything you’re going to need to make these games. The first one, we’re just going to create the Sprites ourselves. Lesson 4 Transcript So when you start doing anything in life, you know that you run into problems and bugs and headaches.
Though there will be some small tweaks and fixes, and with any luck, not too many new bugs. The first thing to download will be the sprites and textures from the original tutorial. So until he kicks me out, I’ll be doing my best at documenting and explaining the steps along the way. About Me Who am I?
Unload unnecessary assets, use asset bundles for dynamic loading, and implement techniques like texture atlases and sprite packing to optimize memory consumption. Iterate based on feedback to refine gameplay, fix bugs, and enhance the overall experience. Be mindful of memory usage, especially on mobile platforms.
I filed that as a bug on GitHub and Godot devs fixed it in Godot 3.1 I know some people would like to see a sprite editor in the engine (similar to what you have in GMS2), but I never encountered a use case for that in my own development. or thereabouts. Some of the larger engines have bloat that irritates me aesthetically.
This is rather complex when user-defined shaders come into play, it's possible, but it doesn't feel right and caused many bugs. Old way: class MovingSprite : public GodotScript { GODOT_CLASS(MovingSprite) Vector2 direction = Vector2(1.0, branch of the GDNative-demos repository here.
The Player scene consists in a KinematicBody2D as the root node and a Sprite with the Godot logo as a child. Like always, keep in mind this is an alpha and there may be bugs and crashes. Please, report any issue you encounter on our bug tracker. Setting up a scene. For this example, we will have two scenes. Player.tscn.
Basic way to get a normal mapped 2D sprites from Blender to Godot, and a few fun things you can do with them in Godot. He's also a contributor to Godot's bug triage team. My story of learning shaders the hard way - by doing an awesome grass shader! Workshop: Normals can be fun | Mariusz Chwalba ( koder ). x and Blender 2.79c installed.
Changing sprite textures, colors, animation frames, calling functions, playing animations in other animation players, playing sounds, etc. Please test this code well (it's now available on GitHub HEAD) so all the bugs can be ironed out before Godot 3.1 Animation editing was one of the first distinctive Godot features.
This allows for simplifying some behaviors, such as using a Viewport directly as a texture in a Sprite, or creating button groups without a special control. This resulted in several difficult to trace bugs. Local resources. Resources can now be marked as local to the scene. Fixed rotation angles. Arrays are now always shareable.
Lots and lots of driver bugs in mobile and desktop. Even modern flagship devices still ship with crippling driver bugs. Godot now supports 2D meshes , which can be used from code or converted from sprites to avoid drawing large transparent areas. x to fix some more bugs and improve usability in a backward compatible way.
It holds the combat selection indicator: the sprites, animations, and scripts. Note that there are a few “bugs” (really just features that are not implemented yet). After the action completes, we can hide the indicator until it is needed again. Encounter Scene Download then unzip and import the contents from this package.
Mobile keyboard input : as far as I know there's still bugs with user typing in text fields / buggy events and detection. Spritesheets: using the Sprite Atlas for 2D games is a must, if you haven't been doing that already. In the end my game didn't need any typing so I didn't investigate further.
…Until this bug is fixed. Check my sprite, check my sprite. I’m so underground - you might think my collider’s not set up, it's a feature - not a bug. I’m a game dev - riding solo on the biz, Until your lil’sisters fingers play around with my "joy-stick".
Lumencraft is a top-down shooter with base-building elements where you're a lonely little digger sent into bug infested underground caves. Overriding properties like script variables, or sprite color via modulate property, allows to make asset variations easily. Another thing that was quite useful is the option to quickly test shaders.
We always say the best way to learn is by practice, so your assignment is to create the input action for spriting that is going to be triggered by pressing the Left Shift key. Of course, we’re going to provide the solution, but agian, the best way to learn is by practice, and you learn the most when you practice solving bugs.
The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. Most updates within the last year have been small bug fixes, and momentum for big future features has stalled. Reminder: for iOS, that means WebGL 1.0 and no WASM.)
One is just a sprite. Is this a bug? I use Cocos Creator version 3.8.3. Look at the following example: There are two objects here. The second one has a Label component. Result: Let’s add character ‘t’ to the visible ones: Hello! This is an example t<color=#00000000>ext. As far as I remember, a similar trick worked in Unity.
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