Remove Data Remove Debug Remove Scripting
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Dev snapshot: Godot 4.5 dev 3

Mircosoft Game Dev

Script backtracing In any other snapshot, this wouldve been the main highlight, as adding backtracing to GDScript was among the most highly requested features from our users for years. Editor: Fix exported Node/Resource variables resetting when extending script in the SceneTreeDock ( GH-105148 ).

Dev 75
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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

Most importantly, if the game crashes for any reason, the editor does not crash at the same time (which could cause data loss). It has been available in Godot as an add-on for a while now, but there were some difficulties in stability and complex setup due to the complicated data structure.

Beta 106
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Dev snapshot: Godot 4.0 beta 13

Mircosoft Game Dev

You can now deploy your projects to all desktop platforms over SSH, as well as run a remote debug session similar to what we already offered for Android and Web. As the number of remote debug options is quite big by now, we’ve packed them neatly in a single drop-down menu ( GH-63312 , GH-70701 ). or below ( GH-69851 ).

Beta 99
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Cocos Creator 3.7.2 Focuses On Optimized Rendering And Lighting Capabilities

Cocos

Engine • Added DebugView at runtime UI control rendering debugging function. See the documentation “Render Debugging - Run Time Using Render debugging”: [link] • When the node animates, add the tween ‘destroySelf’ method to destroy the front nodal point. Fixed bug with import plugin script exceeding 500KB.

Render 52
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D20 RPG – Component & System (ECS)

The Liquid Fire

Now we will implement the remaining pieces so that we can attach various kinds of data, called Components, to our Entity via a System. Create a new folder in Assets/Scripts named Component. All of the scripts we create in this lesson will be placed in one of those two folders or pre-existing folders.

Data 52
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Launching Ghostbusters: Rise of the Ghost Lord – How nDreams scale tested with AWS Fargate

AWS Games

The client included scripted gameplay to skip any intro sequences, log in to the backend, join random missions, and walk around the game maps to simulate basic player behavior. Session data did not need to be stored persistently, making ElastiCache for Redis an ideal solution for speed and scaling to player demand as needed.

Engine 64
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Godot Engine reaches 2.0 stable

Mircosoft Game Dev

Changes to sub-nodes would result in data loss. To ease on this, it's possible to make an autoloaded scene or script a singleton variable (accessible at global scope) in the project settings: All this, of course, working together perfectly with code completion. This allows having multiple pages open together with scripts.

Engine 52