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  • My version of Ice_spikes.tscn seems to have shader errors.Brain Siege GameworksI am trying to do the second challenge and have successfully produced a base class and two derived classess. However the ice spikes scene doesn't seem to function and throws three shader errors. They are as follows: `E 0:00:02:0779 Tokenizer: Unknown character #35: '#'` `<C++ Source> ice_spikes.tscn::Shader_octm2:11` `E 0:00:02:0779 set_code: Shader compilation failed.` `<C++ Error> Condition "err != OK" is true.` `<C++ Source> servers/rendering/renderer_rd/storage_rd/particles_storage.cpp:1673 @ set_code()` `E 0:00:02:0972 version_get_shader: Parameter "version" is null.` `<C++ Source> ./servers/rendering/renderer_rd/shader_rd.h:165 @ version_get_shader()` 3 0 Sep. 16, 2024
  • Getting an error with the completed project, fireball hits the target but doesn't destroy until it reaches it's full distanceBrain Siege GameworksI'm getting this error: `E 0:00:03:0761 projectile_3d.gd:57 @ _destroy(): Attempt to disconnect a nonexistent connection from 'Projectile3D:<Area3D#57562629602>'. Signal: 'hit_hurt_box', callable: 'Area3D(projectile_3d.gd)::_on_hit'.` `<C++ Error> Condition "signal_is_valid" is true. Returning: false` `<C++ Source> core/object/object.cpp:1416 @ _disconnect()` `<Stack Trace> projectile_3d.gd:57 @ _destroy()` `projectile_3d.gd:51 @ _physics_process()` Any code I might need to post? 2 0 Sep. 15, 2024
  • @tool used in Projectile3D also crashes on Windows and MacOSDédéHi, You have a comment in this lesson about Godot crashing on MacOS when keeping @tool in projectile_3d.gd. Just to let you know that I have the same issue using the Windows version. By removing @tool cleared up the problem on my Windows version as it does with MacOS. 3 0 Sep. 14, 2024
  • GIF mismatch with the actual code616b2fWhen demonstrating what happens when we set `damage_source` and `detected_hurtboxes` in the Editor, the GIF actually shows something different what would happen when we write the code. HitBoxes 'Player' flag has the value '0b01' and should set the 'Collision Layer' to layer '1' but in the GIF it sets the 'Collision Mask' to '1' instead. It's not that big of a deal, I only was confused for a second, but thought I will point it out to you. 2 0 Sep. 07, 2024
  • Collision not working for projectiledeserted-walrusI can't figure out what I'm doing wrong. I've copy+pasted your code and it still isn't working. I can have the enemy react to the projectile, but the projectile itself isn't reacting and destroying itself. I have a link to my project: [https://drive.google.com/file/d/16y5D8vASqmb50o6E0JH4dlQmpFF6uxP4/view?usp=sharing](https://drive.google.com/file/d/16y5D8vASqmb50o6E0JH4dlQmpFF6uxP4/view?usp=sharing) 2 0 Sep. 07, 2024
  • Crashing when running a sceneMoKTHey Nathan, can I upload my file somewhere for you to see where I'm going wrong? At first the issue was the game would load but the mob wouldn't detect the fireballs. Since I wrote the code the first time, I copied & pasted the given code and tried adjusting the collision shapes, but it crashes when I run the scene. Not sure where I went wrong, i would repeat this lesson from scratch but I sa lotent alot of time on it and I want to know where I went wrong for next time... Thanks Nathan! 4 0 Sep. 01, 2024
  • Confused by the terminologystained-wolverineHi! I've followed the entire section and managed to make everything work, but i dont totally understand how, i am very confused with the terminology used "damage source, hurtbox type and detected_hurtboxes" I think i understand the "detected_hurtboxes" one; it will only detect colisions for the specific Player or Mob layer, but the other two i dont quite understand what they mean and how everything work together 1 0 Aug. 21, 2024
  • Player HurtBox not workinghealthy-wolverine```gdscript @onready var _hurt_box_3d: HurtBox3D = %HurtBox3D ``` ```gdscript func _ready() -> void: _hurt_box_3d.took_hit.connect(func _on_hurt_box_took_hit(hit_box: HitBox3D) -> void: _gobot_skin_3d.hurt() ) ``` This is the Player script. I added a HurtBox3D to the player, a HitBox for the dummy, and the signal won't emit. Collision and Mask layers are set up properly in both scenes (I even tried all possible combinations). What did I mess up? 3 0 Aug. 20, 2024
  • First challenge bugged my Godothealthy-wolverineThe collision layer challenged bugged the project. As soon as I open it, the editor force quits. I only got to put an @tool at the beginning of the script. What do I do? 6 0 Aug. 19, 2024
  • Connecting signals typoTJHi! In the section 'Putting it all together' there is a recap of changes made to `projectile_3d.gd`. Here step 3 is currently as follows: 1. We connect the `area_entered` and `body_entered` signals to the `_on_hit()` function. [...] But instead of these engine signals we are using the custom signal `hit_hurt_box` 1 0 Jul. 30, 2024
  • Hitbox / Hurtbox Different Flags & Engine Time Scalewell-to-do-owlHi GDQuest, I was just curious why the hitbox and hurtbox have different bitwise flags? It did not seem like the lesson went over it if it was intentional. Currently the hitbox has `const DAMAGE_SOURCE_PLAYER := 1` While the hurtbox has `const DAMAGE_SOURCE_PLAYER := 0b01` I would have expected them to be consistent, either both be 0b01 or both be 1, and same with the damage_source_mob constant. --- Another feedback is in the little drop-down menu for *Couldn't I just use the area_entered signal of the Area3D node?* In the code it states: ```javascript func shoot() -> void: # ... projectile.hit_hurt_box.connect(func (hurt_box: HurtBox3D) -> void: Engine.time_scale = 0.1 await get_tree().create_timer(0.1 * Engine.time_scale).timeout Engine.time_scale = 1.0 ) ``` With the accompanying text that does not match (text mentions waiting for 0.2 seconds while code is 0.1). *The `Engine.time_scale` property is a global time scale that affects the speed of the game. Setting it to `0.1` makes time advance ten times slower, creating a slow-motion effect. The code waits for `0.2` seconds and then restores the time scale to `1.0`, making the game run at normal speed again.* 1 0 Jul. 14, 2024
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