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Gray-ish outline/edge around character with Transparent BG checked?KorielHey there!
So this is clearly not an issue on this character, both given the size of it on the screen and also due to the contour shader we add later on.
But I can see that, once you check the "transparent bg" option in the subviewport settings, it leaves a "trace" or some kind of dark gray contour/noise around the character...
So what causes this? And is there any straightforward way to remove it?
Thanks as always!81Oct. 21, 2024
Adding a new shader material vs dragging and dropping .gshaderMoKTHey, so when I went I tried it myself the first time, I just dragged and dropped the character_contour.gshader right into the material category, without creating a NewShaderMaterial.
It seems to work the same so I'm just curious if there are any issues this could cause? Or if there's a reason we create a shader material?
Thanks!11Sep. 29, 2024
Y-sort on Parent does not apply to Children?MrBright01So, I added the shadow as a child for the Runner base node. For some reason, it did not hide behind the obstacles like the rest of the runner does. Nothing I did was making the shadow hide.
I got it to work by setting the Y-sort on the individual obstacles to on... but I thought having Y-sort enabled on the parent node for the game would automatically apply Y-sort to its children10Nov. 29, 2024
Shader results to a white rectangle when working with CanvasGroupmilk_manNow I know that CanvasGroup is not supposed to work in general in our case, as explained in this lesson, bc everything will be outlined besides the head of our runner, as you have shown. You also mentioned that we don't need to replicate it and can just read along, but I wanted to try anyways and something is not right.
When following your instructions, I reparent **RunnerVisualRed** to **CanvasGroup**, added the **character_contour.gdshader** to **CanvasGroup** and expected the body, besided the head, to be outlined. Instead the whole body was hidden behinded a white rectangle and the head was infront of it. No matter what I did I could not fix this issue. Later for the sake of experimenting I created a new scene, with a CanvasGroup Node and three runner png sprites. Same issue. I thought maybe I did somethign wrong while following this course, so I tried the same experiment in the solution project. Same result.
So in summary, the Shader works on seperate Sprite Nodes as it should, but when we reparent those nodes to CanvasGroup and add the Shader to the group instead, we just get a big white rectangle. Is this some bug? Also the shader that we are using, is it the same one we used in M6 for the chest? Bc there it worked just fine10Nov. 28, 2024
Shader Creation!AJ StudiosGreat lesson! I think I'm getting the hang of how mini maps work now that the SubViewport was introduced.
Is shader creation something that would be discussed in the course, or is that completely out of the scope? I ask since the "character_contour.gdshader" was already provided for us to use. In the near future when we start creating games on our own we might be completely lost when it comes to shaders.
Also, this question is just out of curiosity: Wouldn't be easier to import assets in 3D like for example the runner character and rotate it with code than to have all these adjustments done to the 2D character? My assumption is that what I just mentioned would only work in the 3D view of the Engine?30Nov. 13, 2024
Sprite size increase due to shaderram876Hello, as the stroke thickness in the shader increases, the sprite increases in size. Is this how it should work or is it a bug?20Nov. 02, 2024
Not understanding a termpikminfan71Hello! I got really confused about the subviewport meaning of
- rendering a part of the game world to a texture.
Could you maybe Explain it to me in another way? Thank you!20Sep. 06, 2024
Small improvementiDieHello,
Maybe you could replace the first video with one that shows the shadow instead of the trailer dust.
For the rest, the lesson was very clear!
Dai10Sep. 03, 2024
Lesson Q&A
Use this space for questions related to what you're learning. For any other type of support (website, learning platform, payments, etc...) please get in touch using the contact form.