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  • Dynamic Interactables + Preventing Interacting Through Geoheartfelt-wormIf one wanted to make an NPC or a rigidbody prop or something that needs a root node other than an Area3D interactable - how would one go about it while also letting the intersection ray collide with bodies as to avoid interacting through walls? If it weren't for the latter, we'd make the interactable Area3D a child of the CharacterBody3D/Rigidbody and it would naturally follow it, but our player's raycast would likely hit the solid character/body collider before the Area3D and hence not detect it properly. I have the idea of Interactable3D extending the CollisionShape class so that the raycast can use the actual collider of any object that relies on it, characters or otherwise (assuming we don't need the collider to be wider for the raycast) to easily ID it as an Interactable as normal - but I'm not sure if that would become problematic later on. 4 0 May. 31, 2025
  • Why assign the overlay twice?filthy-rookIn set_mesh_instances we call ```javascript if mesh_instance != null: if is_highlighted: mesh_instance.material_overlay = MATERIAL_HIGHLIGHT else: mesh_instance.material_overlay = null ``` but when we create the set_is_highlighted tweens we also call ```javascript if is_highlighted: for mesh_instance in mesh_instances: mesh_instance.material_overlay = MATERIAL_HIGHLIGHT _tween.tween_method(set_material_alpha, current_alpha, 1.0, 0.1) else: _tween.tween_method(set_material_alpha, current_alpha, 0.0, 0.1) _tween.tween_callback(func(): for mesh_instance in mesh_instances: mesh_instance.material_overlay = null ) ``` Is there a reason we assign the material overlay twice, once in the mesh instance setter and once in the highlighted setter? 1 0 May. 26, 2025
  • Door highlight "pop" inlean-flyHi! My issue is mostly a small detail that I couldn't quite figure out in neither _init nor _ready. When I first open the level and approach the door, the highlight overlay seems to "pop" in, instead of using the fade in tween. It just happens the first time it's activated, so I'm guessing the highlight overlay is being loaded in when it is first called through the setter or something? Happy about these lessons, btw! I appreciate that I'm learning super useful and universal stuff. It's also a bit of a welcome "straightforwardness" and easing of difficulty after the previous module. The variety is nice :) 2 0 May. 02, 2025
  • cannot call tween method on a null valueBrain Siege GameworksI have the method set_material_alpha and I have this line: `var current_alpha: float = MATERIAL_HIGHLIGHT.get_shader_parameter("alpha")` For some reason it's null. Not sure if it's the current alpha or the method. In theory it's the current_alpha though. The material overlay should be applied too. `_tween.tween_method(set_material_alpha, current_alpha, 1.0, 0.1)` 3 0 Apr. 03, 2025
  • Why the use of tool in the parent classiguessfiveFor the `Door3D` was it necessary to add a tool script the parent `Interactable3D` script as when adding a tool to the child class the parent class will also run in the editor. Asking to see if there is a performance cost involved by doing this? Another thing I noticed was the shader alpha parameter was set to 0 initially, in the resource file so after the section where we add the tool the code was not working as intended at that point in the lesson. 1 0 Mar. 31, 2025
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