You DO NOT need to set both material and mesh to local to scene, ( if the material is the only thing you need to change ) if you add the material as an Override Material then you only set the material to local to scene. Also what I mean by "not practical" at 2:24 is making a material from scratch in code. If you have imported a 3d model you should be able to just save it's material and set it to override material, that is if you want to change it's material for multiple copies.
I disagree with the statement "making new resources in code not practical". In fact I think that's the best approach in many cases. Instead of making a resource local to scene, which will make each resource independent for ever single object there is, both in game as well as in the editor, you might want to have shared resources for different objects. Say you have a resource base. And for all obj x, you want a certain property changed. Then you can simply make a static variable in their class, duplicate the material into the static variable if its null and assign the resource for all objects of class x from the duplicated material.
yes, more videos about resources! Example how to store data parameters (weapons stats, enemy stats...) and how to make them moddable by players / mods?
If you're creating new meshes for each object then surely that will a render performance impact? Or is Godot smart enough to still be able to batch them for rendering? I thought that's why the material override was more preferable
You're correct! If the material is all you're changing then you can go with material override and only set that to local to scene, Here I did it the wrong way because if you import a 3d model and you want to adjust it's material, then you'd have to save it's original material then add it as an override so you can work with it.
You DO NOT need to set both material and mesh to local to scene, ( if the material is the only thing you need to change ) if you add the material as an Override Material then you only set the material to local to scene.
Also what I mean by "not practical" at 2:24 is making a material from scratch in code.
If you have imported a 3d model you should be able to just save it's material and set it to override material, that is if you want to change it's material for multiple copies.
skedeep, skedaark, this video is now a bookmark * *magic sound* *
Very useful information,
The best Godot Resource tutorial that i have ever seen so far
Please do more resource videos. It’s hard to find good videos about how to implement them practically.
Great vid, thank You 🤜
I disagree with the statement "making new resources in code not practical". In fact I think that's the best approach in many cases. Instead of making a resource local to scene, which will make each resource independent for ever single object there is, both in game as well as in the editor, you might want to have shared resources for different objects. Say you have a resource base. And for all obj x, you want a certain property changed. Then you can simply make a static variable in their class, duplicate the material into the static variable if its null and assign the resource for all objects of class x from the duplicated material.
yes, more videos about resources! Example how to store data parameters (weapons stats, enemy stats...) and how to make them moddable by players / mods?
If you're creating new meshes for each object then surely that will a render performance impact? Or is Godot smart enough to still be able to batch them for rendering? I thought that's why the material override was more preferable
You're correct! If the material is all you're changing then you can go with material override and only set that to local to scene, Here I did it the wrong way because if you import a 3d model and you want to adjust it's material, then you'd have to save it's original material then add it as an override so you can work with it.
Can you give me more videos explaining the buttons in detail in Godot?
MOAR MOAR MOAR.... please.
Hey, I need help
In godot when I add environment and light both some areas will be pitch black in clour. I am using popOS and godot 4.2.+
Hey, you probably want to add a directional light ( Sun ) to your level aswell, you can do that using the 3 dots icon aswell
@@Code_It_All I have added that
@@Code_It_Allthe problem is the opposite side of the direction light there is pitch black
Have you tried rotating it a bit ?
Maybe you accidentally changed it's rotation ?
On different axes ?
@@Code_It_Allbro i have tried it I checked it in different project and there is this same problem I think it's godot problem probably.