This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
UV is also inconsistent with the world coordinate system used elsewhere in Cocos (the Y axis points upward, as shown in the figure below), and this issue should also be paid attention to when calculating the UV position through world coordinates. x,waveFactor.y-uv0.y); Pass; private_handle: number; start() { this. contentSize; const x = size.x;
Once running, Amazon GameLift Anywhere provides fleet resources, allowing testing of points of integration. Game server code debugging occurs in near real-time using individual development environments (IDEs) and tools, while testing runs alongside production-like infrastructure resources.
A big thankyou to all the contributors who worked on this release by implementing bug fixes or features, or testing the changes to spot potential regressions and help debug issues. 3D editor: Ability to select subscenes when clicking them in the viewport. Math: Correct hash behavior for floating point numbers. Highlights.
Here are the 5 projects/students with links to the relevant sections in this post: Implementing a DAP backend for debugging Godot projects by Ricardo Subtil ( Ev1lbl0w ). Implementing a DAP backend for debugging Godot projects. Project: Implementing a DAP backend for debugging Godot projects. Branch: Ev1lbl0w/gsoc21-dap.
The Dodge The Creeps C# demo running on the iOS Simulator. Since we previously did not version our Android plugin systems, this new one is now labelled v1 , and is the starting point for the modern Godot Android ecosystem. Better handling of Variant s pointing to released Object s. 2D batching for the GLES2 renderer.
This time we’ll be working on some scripts to make working with anchor points in code a bit simpler, and allow us to animate some things in our UI. This time for Anchor Points set Left to.4, Click on the ParentPanel and create 3 child nodes of the type ReferenceRect and name them VRect, HRect and FullRect respectively.
RTXGI is supported on any DXR-enabled GPU, and is an ideal starting point to bring the benefits of ray tracing to your existing tools, knowledge, and capabilities. As a developer, System Latency (click-to-display) can be one of the hardest metrics to optimize for. RTXGI 1.1.40 NVIDIA Reflex is now mainlined within UE4.27
Jānis will showcasing a cool set of tools that allow you to debug your game visually similarly to Unity's Scene view. Visual Debugger is a tool allowing developers to debug their Godot projects while the application is running in the editor or in a build. Demo: Visual Debugger for the Godot community | Jānis Mancēvičs.
Next, we’ll need to manually upload the game server.zip file to S3, and set up a local configuration file to point to the location of this file: Create an S3 bucket in the us-east-1 region with a name that does not contain any periods (‘.’); the bucket cannot be encrypted and should not be made public. One (1) active server. CurrentPlayer().Id();
The recent webinar shares how to use Unity’s High Definition Render Pipeline (HDRP) wizard to enable ray-tracing in your Unity project with just a few clicks. The recent webinar shares how to use Unity’s High Definition Render Pipeline (HDRP) wizard to enable ray-tracing in your Unity project with just a few clicks.
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content