getting_started/step_by_step/instancing #64
Replies: 14 comments 27 replies
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Help, whenever i try to open the instancing project the whole thing crashes |
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I think the "Weapon" box above the "Player Ship" box in the shooter game diagram should be called "Player" ? |
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"To make a resource unique for one instance, right-click on it in the Inspector and click Make Unique in the contextual menu." Make Unique is not showing in the contextual menu for Gravity Scale resource, even though it isn't unique. Please correct me. |
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When I tried to import the project I just got a black screen with the project tile at the top, I'm on Windows 10, and Intel(R) HD Graphics 520 |
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So if I make a game with multiple playable characters with unique abilities each, i should make a basePlayer and then instantiate? Do I do that for the levels as well? |
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Hi, Thanks for the great documentation! In shooter game diagram, many arrows enter the stage scene and tip of arrows form a circle like shape, That was hard to read and it took me some time to figure out that they are actually arrows. |
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it's not clear from this how to instance from code |
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Hello, I don't seem to have "PhysicsMaterial" under Inspector for the ball, can anybody help please? |
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is this per chance meant to mean:
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Why not add a simple code examples for instancing? |
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"The arrows tell you which scene owns which." What does that even mean? Owns = is the abstract scene resource for? There is no textual description here of how one scene can "own" another. It seems that some arrows mean "contained in", for example a table scene instances is placed insides a room scene instance, and therefore there is an arrow from "table" to room." |
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The instancing_starter.zip doesn't work with Godot v4.4. |
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Help!! im really frustrated as i cannot find the bounce attribute under RigidBody2D???? |
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How come the HUD is instanced from the Market? Or is the idea that the HUD in this theoretical shooter would contain an instances of a Market scene? Also is the idea with the enemy instancing on a Missile that Enemy is shooting a Missile and thus the Missile comes from the Enemy? In that case why is the Enemy instanced on the Missile? Is the lone "weapon" instanced by code meant to be a random weapon on the stage to pick-up? There's a lot of assumptions we need to make about the shooter in place to understand this diagram, it would be good to maybe bring up an example game and show how the design language ties to that in specific, cause there's a couple things in the diagram as is that I find difficult to grasp and makes the concept seem potentially more complicated than I understand it to be. |
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getting_started/step_by_step/instancing
In the previous part, we saw that a scene is a collection of nodes organized in a tree structure, with a single node as its root. You can split your project into any number of scenes. This feature ...
https://docs.godotengine.org/en/stable/getting_started/step_by_step/instancing.html
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