The Compositor seems like such a big deal to have and seriously is holding back the potential of 3D in Godot compared to other engines. But the work is still so early/slow it will probably take years. Godot 5 it is...
@juanmanuelcostello95107 сағат бұрын
Nice video. You missed all the improvements to lightmaps and reflection probes that are going to be released soon
@octodemy5 сағат бұрын
Nice to hear that. I might have missed it. I just saw some blend fixes every now and then. (if you are talking about HDDAGI, I think that's still going to take quite a while to make, the dev on that is a bit paused) What I DID know about, is that shadowmaps now actually exist in Godot! It was on my list, and just got merged a day before this video.
@juanmanuelcostello95104 сағат бұрын
@@octodemy Nono, im talking about baked lightmaps. Transparency support is getting merged soon
@octodemy39 минут бұрын
Oh, I just saw that. Great to know transparency support is almost here. Thanks for letting me know.
@rubylightful10 сағат бұрын
This is definitely a useful video! I don’t manage to keep up on the news for Godot so this was a great catch up
@octodemy5 сағат бұрын
Glad to hear that. I'm thinking about making small videos about the little things and discussions that are never being talked about. Maybe once every month or so. It'll not be such huge features like this one, but it'll be at least the most useful ones. I really like to showcase those small usability updates.
@giggio174712 сағат бұрын
Great video!
@Lazy2Dev19 сағат бұрын
The in editor view and runtime selectable objects sounds dope
@gonderage22 сағат бұрын
Gosh, I want that stencil buffer so bad. I've been itching to try this one effect I've had in mind ever since I read one of Simon Schreibt's blog posts, but the lack of stencils means I'd have to look to other engines for it `(*>﹏<*)′ Also, if embedding the game into the editor isn't coming soon, id at least be happy with some kind of interprocess communication, where the game window is placed squarely in the empty space and can be resized with it, but the game process is secretly just getting signaled to change size and position lol. Also, the game window is always on top when the editor's game tab is open, but is not when tabbed out of the game tab.
@jesusmora93796 сағат бұрын
you can just set the window to always on top in project settings. I don't understand people's insistence with embedded game, they just want it because that's how unity does it. having the game in a window ensures that if the game crashes or has a problem it doesn't take the editor with it, and it also keeps a predefined resolution that would be seen in the actual game instead of an arbitrary on to fit the region of the editor. the way godot works, having a window makes sense because you can edit the scenes in the editor and they WILL update in game, and keep it after the game stops, and you can also preview any node in editor and change values from the REMOTE tab. it also makes a lot more sense for people with multiple monitors. selecting objects in game IS a great feature that will make things slightly easier, and the good thing about this embedding is that the game still runs in a separate process.
@octodemy5 сағат бұрын
The next Godot release should be soon-ish(I'd guess 2-4 months), but you can already use it if you download Godot 4.4.dev6 from the site. The second update to embeded windows should solve the problems of the window being on top or not. And using the floating window 'embeded' game is nice because it allows you to easily pause and find things on the remote tab. But you can always disable it, and use Godot like before, and even disable the "Game" tab in the features manager if you don't like it. @gonderage I'm also waiting for the stencil with bated breaths. It's one of the big things Godot lacks currently. But as it is not 'essential', and few effects really need stencil access I guess i got deprioritized, until it can be properly implemented. I think at some point it was planned for 4.4, but got pushed back after they decided to refactor the rendering engine.
@werethless12Күн бұрын
No one uses Godot anymore. Its fully infected with DEI now. Switch to Redot.
@GoblinArmyInYourWallsКүн бұрын
You mean the scam fork? No thanks, they actually lost their lead dev who made his own fork. They haven't made any changes outside of logo anyways, and started taking donations for 0 work.
@GoblinArmyInYourWallsКүн бұрын
Chud
@rawspokentruthКүн бұрын
@@GoblinArmyInYourWalls Lead dev? The guy who stayed for 1 week, did "ctrl + f" to change Godot -> Redot, is someone you call a lead dev? That guy was a turd who got upset over nonsense and decided to make a new fork out of spite lmfao. Redot has made 35 changes in the last 3 days, where do you get your information?
@GoblinArmyInYourWallsКүн бұрын
@rawspokentruth and all of those changes are just merging Godot changes. You can try and misconstrue reality all you want, but it's a scam fork, start to finish. He'll, when it first launched, remember how the discord had to ban a bunch of people for speaking their mind, but has the audacity to claim free speech crap.
@GoblinArmyInYourWallsКүн бұрын
@@rawspokentruth yeah, all changes carried over as Godot itself improves. They haven't done anything of value outside of stealing Godot commits and acting like they did anything. It's a scam start to finish.
@chaosmachines934Күн бұрын
so hyped for godot 4.4 those new features are so need it. i was playing to use redot too but they legit do nothing on their fork - if they go any slower i will die from old age and no they did not keep their promises the drama was only a cash grab for theme they don't know how to code yet they give game dev lectures.
@kyoaiКүн бұрын
Wow, these features are awesome! Thanks so much for keeping us up-to-date.
@hbibliaКүн бұрын
The Preview Game is a mess. I remember someone created a plugin for that, and everything worked directly within the viewport. I don't understand why they didn't just add that plugin instead.
@SteinMakesGamesКүн бұрын
The in-editor game view is gonna be great
@DaianDragosКүн бұрын
Everywhere I go, I see his face
@GoblinArmyInYourWallsКүн бұрын
@@SteinMakesGames I just hope they don't tie it too closely to the build of the game itself, Unity has this issue and it introduces a ton of bugs. It'll work fine I'm editor and then have severe issue when exported. Godot has export bugs to some degree but Unity is way worse
@octodemy5 сағат бұрын
@GoblinArmyInYourWalls You still have the option to not embed the game. I'm curious if the 'embeded floating window' would actually freeze editor if the games freezes or not. I think the currently implementation of the embed window if very loosely attached. Apart from being embeded, the only real connection with the editor is what makes the remote tab work, but that was already there before, and you can even disable the remote syncing in the menu.
@GoblinArmyInYourWalls5 сағат бұрын
@@octodemy ah, just read from the devs that the embedding will actually still have the game be a separate process but with hooks that send back information, and it being tied to the editor visually is "window trickery". They're aware of the issues Unity has and its the exact reason this feature has taken this long to be implemented. So it shouldn't freeze the editor when the game freezes, meaning it nullifies all my worries.
@miachristensen5444Күн бұрын
Yesss the godot goat! (godoat some might say)
@shaon1412Күн бұрын
typed dictionaries and the ability to select objects in runtime is going to save the day
@octodemy5 сағат бұрын
Gdscript upgrades are always nice to see. There is also a feature to add abstract classes to gdscript that might be merged soon.
@njdardaКүн бұрын
ubersharders are VERY welcome, no more hacks and workarounds. the summary of progress of ongoing changes is especially interesting, thanks for making these!
@Xero_WolfКүн бұрын
While both the expose nodes and editable children have similar function I expose nodes is useful when you only need to access one or a few child nodes. Editable Children is not got for this case because it adds to clutter showing nodes you don't need.
@octodemy5 сағат бұрын
Yes, I also quite like the idea of exposing only the nodes you need. Really hoping this can get accepted. At least for now, it is still on track to get accepted on 4.4.
@BarcelonaMoveКүн бұрын
Did they implemented real C# support?
@satanasoreidoinferno5625Күн бұрын
Vai lá ver da documentação.
@BarcelonaMoveКүн бұрын
@@satanasoreidoinferno5625 aka NO
@billybollockhead5628Күн бұрын
What’s not real about c# support?
@patek2385Күн бұрын
Just download Unity 6
@billybollockhead5628Күн бұрын
@@patek2385 : why?
@DavidRycan8 күн бұрын
oh my god this is so useful. i've put off animation work on a personal project for a MONTH because i thought i'd have to do all sorts of complex math - this is so much simpler than i thought, and much more flexible too
@octodemyКүн бұрын
Glad you liked it! Sorry about this video's audio. I messed up the EQ and made the voice sound a bit muffled.
@Johnjohnthejohn12 күн бұрын
4.3 sucks bc Chatgpt isnt trained on it yet. How can i have ai make my game for me xD lolol jk
@octodemyКүн бұрын
ChatGPT is kinda hit-and-miss with Godot actually... It often gets confused with Godot 3 and 4. And can give you very wrong responses sometimes. It's been a while since I tried it so things might have improved by now.
@spikespiegel991914 күн бұрын
Thanks for the tutorial, unfortunately doesn't work for me, all bones are all over the place after IK constraining them to the mesh. When troubleshooting with only four bones, after IK constraining them, the top two would not stick to the mesh and the bottom two wouldn't remain parallel to the mesh, also not pointing downwards but pointing forward, any suggestions?
@blikpils14 күн бұрын
fast concise and i love that you handles some issues like the reloading before they even occurred. I knew straight away what to do
@njdarda15 күн бұрын
i love how you got us like 90% there within first 2 minutes (which is of course also thanks to Godot being simple yet powerful). your tutorials are just the best.
@octodemyКүн бұрын
Thanks! I really appreciate it. Nice to read your liking them :)
@jorgeabuauad16 күн бұрын
You should know as a gift to you that atheism is low level propaganda, hell is a parallel dimension is real, Jesus is the key to be save from that ask me, thank for the add on.
@artistzer010717 күн бұрын
Your too quick, you don't talk through everything your doing, it gets confusing and lost, having to play back the last 5 seconds of a video again and again and again is just annoying. Great in depth video, too quick, too rushed. Slow down.
@wolfythedev19 күн бұрын
I'm trying to make an invisibility distortion effect for my game, and I think this will be perfect for it! Thanks for the video!
@luckyknot20 күн бұрын
This tutorial about Godot templates is underrated! Excellent job on explaining it at the proper pace, it will be super useful to me. I was looking exactly on how I could recycle my generic state machine, input manager, etc into a template or lib for future projects, this will help thanks man!!
@octodemyКүн бұрын
Really happy to hear that, glad it helped o/
@chaosmachines93420 күн бұрын
hmmm
@BlancSal23 күн бұрын
Very good tutorial. My only issue is that my player node keeps getting the arrow reparented to itself instead of a different node with a collider. I even changed to layer of the arrow to 2 but the player collider keeps getting in the way.
@octodemy23 күн бұрын
Thanks. You need to change the collision MASK to indicate what the arrow sticks to. The "on_body_entered" signal is only called when the arrow collides with things that has collision layers which the arrow's has in its collision MASK. Sounds a bit confusing. but think of the collision mask as the things that will generates the collision signals for that node when a collision happen. The collision LAYER of the arrow does nothing for this, it just indicates what the arrow IS, in case other things want to collide with the arrow, using their masks.
@erickfranco213626 күн бұрын
I can't thank you enough. I spent a full week watching videos and tutorials trying to figure this out with the New Input system and no one had the solution, but you. I got the New input system with the built in On-Screen Stick and Floating controller working. Thank you.
@jeremyXsleep27 күн бұрын
Can I get this to work on Unity?
@ahmadsaerozi668829 күн бұрын
how do I spawn a stone position by clicking the mouse directly into the terrain?
@octodemyКүн бұрын
You need to use a mouse raycast just like you'd do inside a game. You can use the camera.project_ray_origin and camera.project_ray_normal to find the mouse ray. If the terrain has collisions, everything should work fine. If it doesn't, you might need to do some extra things. I'm not sure how Godot does it internally to place nodes. Might need to check out the source later to find out.
@MosnaManАй бұрын
Excellent tutorial 💫
@teoteodora7676Ай бұрын
Thank you, such an informative video
@AdeptOmegaАй бұрын
Hey, thank you. This saved my project.
@octodemy29 күн бұрын
Glad it helped!
@JRedlinedKАй бұрын
For those lazy or struggling with issues replicating the hover function: extends MeshInstance3D @export var outline_material: Material # When the mouse enters the area func _on_area_3d_mouse_entered() -> void: if outline_material: material_overlay = outline_material # Apply the outline material to the MeshInstance3D # When the mouse exits the area func _on_area_3d_mouse_exited() -> void: material_overlay = null # Remove the overlay when the mouse exits
@飞风Ай бұрын
Why is my built-in material model overwritten after adding a shader effect?
@octodemyКүн бұрын
A shader material is still a material, just like the built-in material. You can use the Material Overlay slot to apply your shader material on TOP of the built-in one. It'll work similarly as if you put your shader in the 'next pass' of the built-in one.
@pascalcasier959Ай бұрын
Excellent video, thank you
@gamalinla-i9hАй бұрын
All worked correctly but how do i bring all the animations to a folder in unity?
@breadisarting4044Ай бұрын
Thank you for the tutorial, mate!
@octodemyАй бұрын
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@AppMaker728Ай бұрын
I'm using Godot 4.4 beta
@octodemyАй бұрын
The 4.4 already has some very incredible new things. Ubershaders, the new Game tab, and finally typed dictionaries. To name a few.
@Rafael-wr7wiАй бұрын
Impressive, it worked. Before I uploaded my game to godot 4.3 and fixed, but then somehow my scenes was corrupted in 4.3 -.-. Following this tutorial fixed it, thank you for share!
@octodemyАй бұрын
Great! Always glad to hear that (that you managed to fix it).
@PogalАй бұрын
Wait? That one is blenders front camera? No wonder I can never export the rotations right. I have thought X was the front for years xD
@rowitoolsАй бұрын
I didn't know how easy it was to create a tool add-in, but thanks to this tutorial I can now use it with ease! Thanks for sharing! 👍
@octodemyАй бұрын
Since Godot 4.3, you can now import '.fbx' files natively. There is no need for an external importer anymore.
@RaViNsongGuYАй бұрын
Shall I do .glb or .fbx files now then? My .glb files seem to be twice the file size than my .fbx files.
@lemonwormАй бұрын
Is therw any way to speed up the material override process? For example, I have a ton of props to upload that are using materials that I've already set up in godot. Each prop has like 7 material slots and its incredibly annoying having ro do surface material override, then navigate to the correct material, for every single slot on every single prop. I thought maybe if I made my material slots named the same as my godot materials it might be able to find them automatically but no 😭 is there any way at all to speed this up or am I just gonna have to grit my teeth through the carpal tunnel
@octodemyАй бұрын
There is! Also, quite relatable... Godot importing pipeline is a bit painful at times. But Godot has a way to deal with that. You can create import script to tell Godot how to treat your imported files. I have a video named "Change how your 3D MODELS are imported" that explains a bit about that. kzbin.info/www/bejne/o569YmSniKx3ac0 And I one of the examples I showed is exactly about how to automate the material override of multiple models ( 1-45 timestamp )
@HLCaptainАй бұрын
Thanks to the undo/redo part of the tutorial, my plugin now supports undo/redo! Saved me some headache! :)
@octodemyАй бұрын
Good to hear that. Glad it helped :)
@magickomchanell4556Ай бұрын
thanks u so much!
@M3DuaTPАй бұрын
Thanks a lot. What isyour favourite option?
@octodemyАй бұрын
If I had to use rigify, I usually use the custom gamerig rigify skeleton. But its actually rare I use rigify. Most of the time I use mixamo to create the animations. And then use the mixamo rig addon that already gives you game-ready addons. Just made this video to showcase the dangers of thinking rigify is for games.... as it is the go-to rig for blender that everybody knows.