To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/MrElipteach . You’ll also get 20% off an annual premium subscription Share with me what kind of tools you made down in the comments 👇
Man this is so damn helpful, is ppl like you and videos like these that makes me discover so much functionality that'd otherwise take me ages to find out, thank you so much!! Also, how do I invoke that "Select Resource" window at 03:11 ? The one with a "fuzzy search" toggle down there, I can't seem to find it anywhere 😅
In the EditorScript you can get the EditorInterface and then you can call popup_quick_open. This is only availalbe in 4.4. docs.godotengine.org/en/latest/classes/class_editorinterface.html#class-editorinterface-method-popup-quick-open
This often happens for exported variables, I guessed it's because they set their default values from the editor's inspector calling automatically the setter before it's in its ready state, which can stop you from accessing their childs for example
It depends what you're trying to achieve. If you talk specifically about drawing stuff in the world, you can either use the _draw function or any node you want. Line2D can be especially useful to draw vectors for example
I don't think so. It's local multiplayer only and making it online doesn't make sense, it's too much work for what it is. Also mobile is way too crowded to make enough money from ads
@@ulrich-tonmoy Jolt is getting integrated into GODOT pretty soon(ish) as the default physics engine for 3D! Story behind the current physics engine goes: The Bullet physics engine used before GODOT 4 was terrible. So they hired 1 person to make a new engine, who then became unavailable (idk to reason) and left the physics engine in a worse state than Bullet. So now everyone who knows about Jolt or the 3D version Rapier would recommend it to anyone doing physics heavy projects (as instead, if you were to use the current default physics engine, you would need a nuclear powered super computer to do the same that Jolt does with less powerful hardware (joking of course)).
@1KiloDepartment I wasn't aware of the situation with the built in default physics before now! I thought it was "just fine" but clearly I should consider the other options
To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/MrElipteach . You’ll also get 20% off an annual premium subscription
Share with me what kind of tools you made down in the comments 👇
Very nice overview, definitely excited to see more and more people get into tool creation for the engine to create a thriving ecosystem!
Just discovered you had this other channel 😅 Great video, I'll try godot-console, will be very helpful to me!
Excellent overview of tools. Great vid!
Great rundown of various systems. It is always fun to learn about what is available that I was not aware of in a tool I am using.
Man this is so damn helpful, is ppl like you and videos like these that makes me discover so much functionality that'd otherwise take me ages to find out, thank you so much!!
Also, how do I invoke that "Select Resource" window at 03:11 ? The one with a "fuzzy search" toggle down there, I can't seem to find it anywhere 😅
In the EditorScript you can get the EditorInterface and then you can call popup_quick_open. This is only availalbe in 4.4. docs.godotengine.org/en/latest/classes/class_editorinterface.html#class-editorinterface-method-popup-quick-open
Love this! Thank you! Subbed.
For setters I offten have bugs that is easy to fix by adding this line at being of setter: `if !is_node_ready(): await ready`
This often happens for exported variables, I guessed it's because they set their default values from the editor's inspector calling automatically the setter before it's in its ready state, which can stop you from accessing their childs for example
how do you implement a debug menu like 1:00. No info in likned DEBUG TOOL video
It depends what you're trying to achieve. If you talk specifically about drawing stuff in the world, you can either use the _draw function or any node you want. Line2D can be especially useful to draw vectors for example
Cool thanks for the geats infos ! Dud
That Dashpong can be hit if you release free mobile multiplayer version with ads of course :)
I don't think so. It's local multiplayer only and making it online doesn't make sense, it's too much work for what it is. Also mobile is way too crowded to make enough money from ads
since godot is a modular architecture and someone still didnt add a new physics engine option along with godot physics
There's plugins for both Jolt and Rapier physics, wdym?
@@SheepUndefined neither of them are that good they are just a little bit better than godot and i mean integrated in the engine not as an extension
@@ulrich-tonmoy I'm not entirely sure on this, but I'd be willing to bet it's a licensing issue of some sort.
@@ulrich-tonmoy Jolt is getting integrated into GODOT pretty soon(ish) as the default physics engine for 3D!
Story behind the current physics engine goes: The Bullet physics engine used before GODOT 4 was terrible. So they hired 1 person to make a new engine, who then became unavailable (idk to reason) and left the physics engine in a worse state than Bullet.
So now everyone who knows about Jolt or the 3D version Rapier would recommend it to anyone doing physics heavy projects (as instead, if you were to use the current default physics engine, you would need a nuclear powered super computer to do the same that Jolt does with less powerful hardware (joking of course)).
@1KiloDepartment I wasn't aware of the situation with the built in default physics before now! I thought it was "just fine" but clearly I should consider the other options
I'm russian
thats so real though
@Redston4D :) real
Stopped watching during Ridiculous Coding.