Thanks to @critter_in_flux this is working better than I dared hope.
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Thanks to @critter_in_flux this is working better than I dared hope.
But right now it only works for assets that are already imported in my Godot Project. So now I am going to look into doing some background importing of external assets in order to be able to show them too.
Edit: some assets do not work yet, I would like to be able to play sounds automatically and that does not work now. But shader scripts work! I don't even remember programming that.
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@critter_in_flux thanks again
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Thanks to @critter_in_flux this is working better than I dared hope.
But right now it only works for assets that are already imported in my Godot Project. So now I am going to look into doing some background importing of external assets in order to be able to show them too.
Edit: some assets do not work yet, I would like to be able to play sounds automatically and that does not work now. But shader scripts work! I don't even remember programming that.
External/Runtime Display of GLTF/GLB files seems to be working. And honestly, for the type of low poly assets I have lying around it's just as fast as embedded resources. But it seems there is a problem if the GLTF is referencing external textures, not sure yet.
Also, I did some cheeky rebranding just in case I put this online eventually.
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External/Runtime Display of GLTF/GLB files seems to be working. And honestly, for the type of low poly assets I have lying around it's just as fast as embedded resources. But it seems there is a problem if the GLTF is referencing external textures, not sure yet.
Also, I did some cheeky rebranding just in case I put this online eventually.
Also, Godot's File Dialog is a Window node but it has a bunch of regular controls as children... Since I don't really want the dialog I thought I would try spawning the dialog but immediately reparent the children into a sliding panel on the main window of my application.
Yeah, no, Godot doesn't like that.
But I thought it was clever enough that it should have worked LOL
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Also, Godot's File Dialog is a Window node but it has a bunch of regular controls as children... Since I don't really want the dialog I thought I would try spawning the dialog but immediately reparent the children into a sliding panel on the main window of my application.
Yeah, no, Godot doesn't like that.
But I thought it was clever enough that it should have worked LOL
@afreytes sounds like some version of that MIGHT be possible…!
I’m still at the very beginning with Godot, but I kind of love that it even permits us to think about modifying the editor itself like this
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