PSA: in newer versions of godot, you don't need to add a SpatialMaterial to the 3D sprite to enable billboard mode, you can now enable billboard in the Flags of the Sprite3D settings
Please update the title and/or description so people know this tutorial is outdated and doesn't work. It would save others some frustration. Nice text tutorial! That does work.
Thank you soi much for making text versions of your tutorials as well as the videos - talking is just so slow that I get bored listening even at 2x speed, while reading it does not have that problem and is also much easier to skip back and review something after getting the general idea on the first pass. Plus it takes far less space to save a copy!
Thanks, that was helpful! By the way, I was able to make this work without the extra script that sets up the viewport texture. You just need to have the Viewport and the 3DSprite as siblings. That worked for me in latest godot a least.
Seeing the same in 3.2.3 on Windows. The bar either stays white once the SpacialMaterial is added, or if you add the texture to the Albedo, it shows up, but either way the Texture Progress appears broken.
Remove the "Material Override" from the Sprite3D. OK, i found it. Yeah, SpriteBase3D has a "BillboardMode" property now, so you can just check the box there. We don't need to add a material to set it. This is what KidsCanCode said to me and it does appear to be working.
Hello! Thank you for the video. I am trying to use this, but it is giving me performance issues when I am adding mulitple enemies in my scene. The scene for the 3d enemy model loads unnoticeably, but when I use the viewport texture for the health bars, the add_child makes my main scene to freeze for 1-2 seconds... Any idea why this would be happening?
instead do this : the sprite 3D feed it the viewport path, and in the viewport add the texture progress bar (no need to add code) and then just add a value to the progress bar so that it can do something
Great tutorial. I enjoyed it. Can you please do a video on how to add scripting in C++? I want to create a voxel engine, but can't seem to get the project to compile with C++.
Im trying to figure out proper way of building non grid based isometric maps. But there are only tile based map tutorials. Is this even possible in Godot?
Yes but it is more complex than a tile based format and there are not many reference videos on it. Only ones i can even think of that cover it all cost money. I would recommend looking into AStar pathfinding as if you have any sort of ai pathfinding on an abstract isometric map you would almost be forced to use AStar. If AStar seems too difficult or complex then you might rethink your design. Knowing trigonometry or calculus would help as it gets into some hardcore math
also I guess that I should add that regardless of game engine, if you look closely enough there is technically nosuch thing as a non-grid based map since everything is made with a coordinate grid. However i assumed you had meant a map that has angles and curves instead of just square tiles.
I tried this tutorial with a label and some text, but the text gets so blurry. Do you know how can I make it not blurry?? On the control node the text looks fine.
Is it possible to apply a shader to the 2D in 3D that would blur the background(3d scene behind it)? I've tried puting a shader to blur SCREEN_TEXTURE on the 2D control but that didn't work at all! Any ideas?
I may do some more python vids in the coming year, but I'm afraid there's no way I'm going to do any complex game development with it. It's not the right tool for the job.
@@Matthewgb204 It is very cool to use your own custom made game engine, but I promise you you're barking up the wrong tree. Making a game will take years, making a game engine is years and then a game on top to try and make your years of work worth doing (ie, some provable sellable point for advertising revenue)... Plus I'd never touch a game engine written in Python. Too slow.