Make your textures smaller. Mobile/web platforms usually have a 4096x4096 maximum size limit. You can re-import them setting a max limit: Godot Engine documentation 0 - Importing images See also | Supported image formats: Godot can import the following image formats: Raster: BMP (.bmp) - All pixel formats are supported, but RLE compression is not supported., DirectDraw Surface (.dds) - If mi...
Godot Forum Forum
forum.godotengine.org ↗Discourse-Forum auf Englisch. 9 beobachtete Rubriken: General, Help, Physics, Programming, Shaders, UI, Assets, Games und Applications.
- Diskussionen pro Tag
- 30
- Eingesammelte Diskussionen
- 371
- Beiträge pro Tag
- 80
- Rubriken
- 9
- Beobachtete Quellen
- 11
- Software
- Discourse
Neueste Diskussionen
Alle 4 Stunden aus dem öffentlichen Feed des Forums eingesammelt. Wiedergegeben werden nur Titel, Link und der Anfang der Nachricht; jeder Link führt zur Quelle zurück.
You have selected the scene painter mode in the top-left corner of the 2D viewport (the highlighted brush) Select the cursor one.
Sure. The code is here: #This func is triggered by pressing "Find Next" in the Ctrl+F windowfunc _on_f - Pastebin.com So when I use the search term “img” the raw bbcode would go from something like this: [img]res://Images/map.png[/img] To something like this: [[bgcolor=orange]img[/bgcolor]]res://Images/map.png[/[bgcolor=orange]img[/bgcolor]] And in-game, that means a displayed image turns into a line of bbcode text where the letters “img” are highlighted orange.
elwittlif: breaking the [img] bbcode What does this mean? Do you remove the tag? I would like to see the search/replace code.
Yes. Installed on my quest 3, connected to my PC, running steam. Steam games work perfectly fine, far better than they do with meta link, but any external OpenXR programs simply do not work.
Good catch. I noticed that but forgot to fix it. As for the 4 to 5, what happened is that all three/four upgrade choices targeted the same weapon. That’s because weapons below level 3 are prioritized. You bought them all, bringing the level to four. It was then possible to upgrade from 4 to 5 at the next shop. Everything works, but the UI needs to be clear.
I blame the engine. My code for image renderingin my LITE Web Browser is abysmal. Chalk it up to me not knwoing how to Godotically doing it. We must wait on God off topic.
well^3.5279, pol
No, the images are static. When a player clicks to open a specific forum thread, the ready function populates the screen with the posts in the thread (including the images referenced by the BBcode) and after that the only thing they do is get scrolled up/down as the user scrolls with the scroll bar.
This is great, but unfortunately this makes side to side motion like a side scroller, instead of panning side to side like submarines do. I’m sure I’ll figure something out, thank you.
Is it a bug though? When should it save? If you save the new entry as soon as you create the new entry then all that you change in the value doesn’t get saved (ex Speaker, dialogue text, etc) Should it have a dedicated Save button as well as an Add Key/Value Pair button? I don’t think this is a bug situation but I agree it is a quirk. For the record, this very situation had me scratching my head as to what was going wrong the first time I ran into it.
MrBlueFrisk: var direction := Input.get_axis("move_left", "move_right") if direction != 0: velocity.x = direction * speed else: velocity.x = move_toward(velocity.x, 0, speed) Your velocity.x is instantly overwritten by the input direction, you will have to change this to “push” the velocity towards the input instead of setting it directly. move_toward is good for this, but the else branch 1. isn’t needed, and 2. is frame-dependent and 3. way too strong to notice You should make a new “acceleration” variable, for this value a good starting point may be 4x your speed var direction := Input.get_axis("move_left", "move_right") velocity.x = move_toward(velocity.x, direction * speed, acceleration * delta)
371 Diskussionen eingesammelt seit 2 September 2026. Dieses Forum nach Stichwort beobachten →