A Short Introduction to WebRTC With Godot 4! Advanced Godot!

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  • Опубліковано 28 вер 2024

КОМЕНТАРІ • 118

  • @FinePointCGI
    @FinePointCGI  Рік тому +36

    I will need to look at doing a follow on with the dedicated server. This tutorial will get everything going but we are missing some stuff like
    user management
    dead lobbies
    timing out users
    how to save user data
    things like that... Let me know if theres anything else we should do for a follow-on.

    • @FinePointCGI
      @FinePointCGI  Рік тому +1

      @gofudgeyourselves9024 yes it should work on all platforms

    • @rt-gv4dt
      @rt-gv4dt Рік тому

      think you could also do the basics of rollback netcode too?

    • @shadowseek27
      @shadowseek27 10 місяців тому

      @@rt-gv4dt a fellow fighting game enthusiast i see

    • @tacos-are-tasty4857
      @tacos-are-tasty4857 10 місяців тому

      Did you make a new video yet in the timeouts and such? My network skills suck so I’m heavily relying on your tutorials for multiplayer 🙏🙏🙏

    • @ProfDrKrebs
      @ProfDrKrebs 9 місяців тому

      Hello, first of all, thank you very much for your tutorials. This is the first time I have really been able to connect to my friends over the internet. Many tutorials end with a local connection only.
      What would help me personally, besides the points already listed in your comment would be the following:
      The implementation of opponents, not the code of the opponents would be interesting here (there are a lot of videos about this), but the implementation in the multiplayer area. Do the enemies spawn on all clients? When I tried this, I quickly realized that the synchronization is not available. How would I handle things like item drops?
      I would be very happy about another tutorial.
      Many thanks and best regards!

  • @dueddel
    @dueddel Рік тому +13

    I like how the video's title is "short introduction" and you're out of a sudden talking about a lot of other stuff as well and you're even announcing exactly that in the intro and then you need 2 hours for that "short introduction" video. 😂👍

    • @FinePointCGI
      @FinePointCGI  Рік тому +1

      Yeah sadly to get WebRTC going you need to build a dedicated server to do the signaling

  • @durstonator
    @durstonator 5 місяців тому +2

    Incredible tutorial, thank you so much for making it; networking has long been the one aspect of game dev I knew near-zero about. I took this video slowly, followed along, watched some other videos explaining WebRTC (to hammer it in conceptually), and then rebuilt and refactored it line by line for my own project. In a day I went from the scary place of "not knowing what I don't know" to being able to build out a proper networking task list for my project and being more aware of what to even research.
    The only topics really left wanting are on candidates, offers, and answers. We build the connections but it took me a while of testing to only semi-understand the flow of execution there. Looking forward to watching your network security video.

  • @the_woodman
    @the_woodman 11 місяців тому +2

    This is a super detailed and helpful resource for figuring this stuff out - but there should be a note that we are building a signaling server and a lobby system, specifically with WebSockets, as the first thing. It's a bit confusing jumping into an explanation of WebRTC, then start writing code using WebSockets and doing nothing related to WebRTC until an hour in, without explanation of why we're using WebSockets for what we're doing instead of WebRTC (it's now obvious to me after research, and for anyone else reading this, it's because we want our signaling and lobbies to be super reliable, i.e., a TCP connection via WebSockets which only uses TCP). Maybe an outline of deliverables in the intro?
    This all being said, thank you very much for this resource. This is invaluable along with the documentation to figure it all out. 👍 This also all works pretty much the same way in C#.

  • @joserobertodantas1516
    @joserobertodantas1516 Рік тому +3

    Thank you so much for making these videos about multiplayer connection! I don't have time to watch and implement that at the moment, but I'm subscribing and saving these videos to watch later!

  • @guillaume6459
    @guillaume6459 7 місяців тому

    1 hour in I'm figuring out I don't need this for my game. Your vids are really nice, and you make me realise I don't need this. Btw I come from the other tutorials.

  • @curiously3755
    @curiously3755 Місяць тому

    So we're good to go, all done.... well kinda! (cue next chapter) 😉

  • @Suero
    @Suero 8 місяців тому +1

    Very great tutorial, I just had to convert it to work with Nakama, but it's pretty good and works!

    • @FinePointCGI
      @FinePointCGI  8 місяців тому +2

      Thats something im looking at! I did a bit of nakama last year and I wanted to get more indepth!

  • @nathanbanks2354
    @nathanbanks2354 Рік тому

    Nice tutorial. I haven't used godot headlsess very often. I usually use "screen" to run stuff in the background on my server; didn't realize I could disown a process. The advantage of screen is that it's easy to see all of the debug output, but you can also pipe that to a file. Presumably you'd want a systemd process for a production environment.

  • @KevinNijmeijer
    @KevinNijmeijer 9 місяців тому

    What an amazing series of tutorials FinePointCGI! I was wondering, are you're planning on doing a tutorial on dedicated authoritative servers in godot 4? I love the way you teach and the way you present, and would love to see your take in that!

    • @FinePointCGI
      @FinePointCGI  9 місяців тому +1

      I want to I'm looking at doing a ELO system currently

    • @KevinNijmeijer
      @KevinNijmeijer 9 місяців тому

      ​@@FinePointCGI I was more so aiming at a server infrastructure where actions and movement get validated by the server, as in a "never trust the client" setup! Which I can understand are pretty huge, as they also need to support prediction, rollback, inter/extrapolation 😅. Enough content I suppose!

  • @Frapserer
    @Frapserer Рік тому +2

    Hey, awesome tutorial overall! Had a lovely sunday following entire thing and setting up my multiplayer foundation :D just wanted to let you know, that I felt it was a bit hard to follow, I had some issue that I couldn't figure out where it could be, even now after copy-pasting finished code, i'm looking through git changelog and cannot tell what is wrong O.O other than that fantastic job, cheers!

    • @FinePointCGI
      @FinePointCGI  Рік тому +1

      I'm glad it helped! I definitely agree WebRTC by itself is hard to follow and I definitely need to get better at presenting that kind of system.

  • @AEvans853
    @AEvans853 9 місяців тому +1

    Thank you so much for this amazing tutorial.

  • @tajikifrad9996
    @tajikifrad9996 10 місяців тому +1

    First of all, big thanks for this video. This is the most detailed and best video for Godot WebRtc for sure. I have a question about running the game. Even though it is in the DigitalOcean server, you still have to run the game from your local Godot. How can this be done online? I want that the game will always be running on the server, and people can just come and make lobbies to play.

    • @FinePointCGI
      @FinePointCGI  10 місяців тому

      The server is always running it's not running locally on your machine. If it's hosted out in digital Ocean people have to have the local client to make the connection but once the connection is established the server no longer is needed in the communication goes through the internet.
      If you're talking about dedicated hosting then you need to stand up an individual server and I'll be working on a tutorial for this soon.

    • @tajikifrad9996
      @tajikifrad9996 10 місяців тому +1

      @@FinePointCGI thanks for the quick reply. I meant more like you are pressing the run scene from your Godot app to start and both windows are coming in your own local machine. But how can I keep the game running, so that other people can just come and start playing. My final goal is that a random guy can create a lobby and his friend can join it and people play it from different places. I understand it might be a lengthy process, but can you please give me some direction so I can research into it? Thanks!

  • @m.manian5486
    @m.manian5486 5 місяців тому +2

    Great tutorial! Almost everything works for me but it seems like the rpc connection doesnt get made over different routers. When I run two instances of the game in my computer every thing works fine and the rpc functions work. But when I try to play with my friend on a different computer the rpc
    functions(like start game) dont work(for example the start game func doesnt change the scene on both games). This also doesnt work on the finished project on github for some reason.

    • @m.manian5486
      @m.manian5486 5 місяців тому +1

      I found the problem. apparently the part at 1:05:38 doesn't work even on a two player game(the rtcpeer connection isn't made on different networks) so if anyone has the same problem as me just do the version that should work for all games.

  • @ElKimday
    @ElKimday Рік тому +3

    Hi, I'm not understanding the correction at 1:05:46 why is it a < sign ?

    • @FinePointCGI
      @FinePointCGI  Рік тому +1

      So the basic premise is one person has to do the signaling so what we do is we just pick one of the people at random so we say if this guy's ID is less than this guy then go ahead and signal the other person. If they both do the signaling then they're not going to be able to communicate because they're going to receive different connection information so this is just a way to pick one person.

    • @ElKimday
      @ElKimday Рік тому

      @@FinePointCGI thank you a lot ! I didn’t think about that 😌

  • @kingcole_thered
    @kingcole_thered 9 місяців тому

    This is exactly the solution i was lookjng for!!

  • @tajikifrad9996
    @tajikifrad9996 10 місяців тому +1

    Hi @FinePointCGI , I got my game working in multiplayer thanks to you! Currently it works with 2 players, but can this setup support more like 10? If yes, can you point me where I need to change it?

  • @kyatt_
    @kyatt_ Рік тому +2

    I've made a couple of posts about making a VoIP system but it seems like noone has any clue how to do that. I got stuck at catching the audio frames from AudioEffectCapture and sending them via rpc. Not sure how to rebuild these frames into proper AudioStreamWAV to be played back. Would appreciate a tutorial in the future about a real-time VoIP in Godot4 :)

    • @FinePointCGI
      @FinePointCGI  Рік тому

      You might have to do some kind of real-time encoding... I can tell you I know how to do it with JavaScript or c# lol but gd might be a bit on the difficult side..

    • @kyatt_
      @kyatt_ Рік тому

      @@FinePointCGI yea right 😅

  • @Al-WOLFER44
    @Al-WOLFER44 Рік тому +1

    Hi friend, want to ask if i can export the game to apk without using Android studio cause it's doesn't work on my pc and thanks..

  • @monoresi
    @monoresi 7 місяців тому

    Thank you a lot for your perfect tutorial. I watch it but I did not understand 90 percent of it. Can you please tell me what I should learn (as a fundamental infrastructure) to understand and implement your tutorial? Best regards. (I practice and learn godot for past 4 monthes)

  • @tsiapal
    @tsiapal Рік тому +3

    Dude you are a treasure! Can't thank you enough. I'll donate/support the sooner I can!
    Any advice to a self-taught dev on how to understand better the whole internet/Networking thing??

  • @yan88a
    @yan88a 7 місяців тому

    as always - you rock!

  • @jamesrivettcarnac
    @jamesrivettcarnac 7 місяців тому

    Utf 8, 16, and 32 all work for all unicode, its just encoding. Linux and mac use utf8, windows does utf16. The only important thing for network connections is: be consistent 17:30.

  • @notl513
    @notl513 Рік тому +1

    Awesome video! I was wondering if I could recommend a tutorial if that would be possible. I am struggling with connecting a database to Godot and would love to see how to do it. However, not sqlLite as that has some limitations. I was wondering mySQL, or postgreSQL, or something like that!! Would love to see it.

    • @FinePointCGI
      @FinePointCGI  Рік тому

      I agree! I did do a postgres one s while back but it really does need to be updated! I'll add it to my list!

  • @niademiogundana24
    @niademiogundana24 2 місяці тому +2

    does this work for html 5 exports as well?

    • @michelkabalan2514
      @michelkabalan2514 2 місяці тому

      If someone can answer to this with some explanation, as I am having the same question. Thanks!

  • @jorgesifuentes3883
    @jorgesifuentes3883 Рік тому

    Nice editing

  • @mattseaton5832
    @mattseaton5832 11 місяців тому

    Thanks so much for this video because I don't think I could have figured this all out on my own in a million years. I thought learning how to sync multiplayer game state was hard enough. It seems the pain never ends. So in this implementation, if STUN fails, due to symmetric NAT, whatever that even means, will this fallback to TURN mode and relay your messages and RPC calls between your peers? What happens if a connection drops? What is the re-connection process like? Do we have to go through the whole offer, answer, candidate process again? What about host migration if the host drops? I guess in that case we do have to redo all connections again. I may just end up sticking to single player. The complexity of this is just ridiculous. It makes my head hurt. I don't even know what offer, answer, candidate even means.

  • @antoniorocchia8766
    @antoniorocchia8766 11 місяців тому

    Great video. Your channel has some of the best Godot tutorials. I have a question regarding the WebRTC connection. I don't understand what our network looks like in the end. For example if we were to add another player to the lobby would we have 2 connection per client or just one connection to the server (in this case the host client)?

    • @FinePointCGI
      @FinePointCGI  11 місяців тому +1

      So its a mesh network so everyone connects to everyone. So if you and I are connected
      a b
      and c joins then it goes like this
      v-> C

    • @antoniorocchia8766
      @antoniorocchia8766 11 місяців тому

      @@FinePointCGI Hey, I've been following your video a lot and I think I'm starting to get a good understanding of web rtc. I have a big doubt about the multiplayer object. Reading the documentation it says that you can set the multiplayer for a scene tree, but what is a scene tree? I'm not because if I create a scene and then import it into another, but the imported scene sets a multiplayer object, does it become global?

    • @FinePointCGI
      @FinePointCGI  11 місяців тому

      It is globally done. When you create your connection the object multiplayer is set it is a part of your root node. This makes it globally accessable.

  • @JonathanbmillerZIG
    @JonathanbmillerZIG 11 місяців тому

    I have an issue securing the web sockets with SSL/TLS and connecting to my cloud server using "wss:/" instead of "ws:/". I am *struggling* to find resources on how to secure the server's port listening side. It seems the option was available in v3 but not v4. Instead, I'm seeing some suggestions to switch the code to node.js. Is this the only way? I feel lead astray with this tutorial setting up the connection insecurely (ws:/) because It is not ideal for a production environment.
    Thank you very much for the details tutorial, btw. I hope you see this and respond.

  • @amanrathore6310
    @amanrathore6310 10 місяців тому

    How to reset a client in case user leaves the lobby

  • @leo_1487
    @leo_1487 10 місяців тому

    Hey, first of all, thank you for the tutorial.
    I was able to make the implementation work in my game but when I tried to connect two peers in different machines the
    print("rtc peer connected " + str(id)) was never achieved.
    I had downloaded the example finished project and did the same test and got the same result, I can like make a lobby with all peers but the rtc connection seems to never be successfully made, can you help me with this issue?

  • @Bryann011
    @Bryann011 10 місяців тому

    Thanks for this video !
    but is it possible to send some kind of audio data to allow user to communicate together ( vocal not text ) ?

    • @FinePointCGI
      @FinePointCGI  10 місяців тому +1

      Yes you would need to encode then decode the data. It's on the list of things to look at.

  • @ShownMccrown-hq8mq
    @ShownMccrown-hq8mq 8 місяців тому

    It's a lan multiplayer tutorial? If no help me fine point

    • @FinePointCGI
      @FinePointCGI  8 місяців тому

      It's not, works on remote networks l.. half way though the tutorial I switch over to digital Ocean which is a remote hosted network.

    • @ShownMccrown-hq8mq
      @ShownMccrown-hq8mq 8 місяців тому

      ​@@FinePointCGII would make a lan games for me and my brother how to export into APK lan parameters

    • @ShownMccrown-hq8mq
      @ShownMccrown-hq8mq 8 місяців тому

      Can you make a video in this

  • @memepop6563
    @memepop6563 Рік тому

    Hi. Can you make a video on privacy policy, terms and conditions and those sorts of things which one might find in an about page of an Android game? I read on some forums that someone had problems with the playstore regarding privacy policies because Godot exported with permissions for access to private information and since they didn't have a privacy policy page they got a strike on their account. Apparently Godot will automatically set all or most permissions on for Android export, that's what I read there. Please touch upon this subject also if possible since it would be very unpleasant to have your app taken down for this silly issue. Thank you.

    • @FinePointCGI
      @FinePointCGI  Рік тому

      I havent really looked into it but ill add it to my list!

  • @Gandalf_Le_Dev
    @Gandalf_Le_Dev Рік тому +1

    Can I do all this with C# ?

    • @FinePointCGI
      @FinePointCGI  Рік тому +2

      Yes I'll be making a tutorial on that next! He'll probably take me a few days to record it edit it and all that happy jazz!

    • @Gandalf_Le_Dev
      @Gandalf_Le_Dev Рік тому

      @@FinePointCGI no problem thanks a lot for your hard work !

  • @Lukfin
    @Lukfin Рік тому +2

    Thanks for this! I was one of the people looking forward to this on your last videos. You are amazing and wish I could watch 1000 times or help your channel grow. Amazing stuff ❤

  • @mattseaton5832
    @mattseaton5832 11 місяців тому +1

    Networking makes me feel so dumb. I don't understand how anyone understands all this stuff.

    • @FinePointCGI
      @FinePointCGI  11 місяців тому +1

      Tbh I don't think anyone does.... But it is something that comes with time..

  • @Lui-._.--
    @Lui-._.-- 7 місяців тому

    i have a little question.
    If I want to make a pear to pear game without a extra server do i need a portrelease.
    The Idea is that I can host a lobby and an other can connect to me via RTC. But when I tested it i have to release a port. Is there a way how to do this without a port release? Just like the pear to pear system of Nintendo games

  • @z1ml3w1s2
    @z1ml3w1s2 9 місяців тому

    sometimes I use 4 instance of game(and 1 more for server), I set it to be connecting to server once the game start but sometimes it 2 of them can't connect to server, is it because of my device or is it a bug

  • @richt2076
    @richt2076 Рік тому +2

    Thanks for such an in-depth tutorial. I'll need some time to dig into it and learn. Does this code work with HTML5 client?

    • @FinePointCGI
      @FinePointCGI  Рік тому

      It should it as far as I know.. you will need to host your server locally.. as far as I know you cant host a server on html 5 .

    • @Segphalt
      @Segphalt Рік тому

      Provided this is all similar to 3.5 (haven't used webRTC in 4) you need only have an ICE server running somewhere (nakama easy free and can host it for very little, can roll your own ice as a AWS lambda function and get even cheaper) and use any number of free stun/turn services. (Open Relay Project) (Google has a free stun only option which is nice but without TURN you can run into a lot of problems with some networks.)

    • @FinePointCGI
      @FinePointCGI  Рік тому +2

      Nakama does all the signaling which is nice that's for sure I did make a tutorial on that. Though it needs to be updated for 4..
      The open relay project looks like a great resource!

  • @valterszaluzinskis2453
    @valterszaluzinskis2453 7 місяців тому

    this is realy gold worth video, love it
    like++
    subscribe++

  • @rumariomusic
    @rumariomusic Рік тому +3

    It's always a pleasure to see you videos

    • @FinePointCGI
      @FinePointCGI  Рік тому +2

      I hope my crazed rambling is useful!

  • @Syvies
    @Syvies 10 місяців тому +1

    This was a really interesting tutorial, can't wait to see more about online functionalities in Godot from you!

  • @SeanSean300
    @SeanSean300 Рік тому +1

    I followed your first multiplayer project and skipped the LAN one. Do I need to follow the LAN server tutorial for this to work?
    Edit: You don’t need to use the LAN tutorial

    • @FinePointCGI
      @FinePointCGI  Рік тому +1

      You do not! Oh I just got you're edit

  • @skillshot_studio
    @skillshot_studio 11 місяців тому +1

    i'm new to Godot and I loved your way of teaching ❤

  • @robinvandervegt3422
    @robinvandervegt3422 7 місяців тому

    Before getting to this tutorial.
    Question:
    I did the old tutorials. In the end when hookup the old tutorials can the player choose between online and lan? Or only online?
    Or must I understand at the end of this vid how to make that myself

    • @FinePointCGI
      @FinePointCGI  7 місяців тому

      This tutorial only covers the online portion

  • @sheepcommander_
    @sheepcommander_ 11 місяців тому +1

    Your tutorials are actually the best on the internet, I love them

  • @funkycowsx2
    @funkycowsx2 9 місяців тому

    Cool.

  • @marko95g
    @marko95g Рік тому +1

    hey, good tutorial. Is it possible to implement servers in different technology? as node or java? How hard would it be?

    • @FinePointCGI
      @FinePointCGI  Рік тому +1

      Node would be relatively easy but Java would be definitely difficult due to the required web socket connections though I'll look at it

  • @risajadewasurendre8298
    @risajadewasurendre8298 Рік тому +1

    Your videos are so awesome! Please, could you create a video about advanced character customization in Godot 4 for 3D?🙏🙏🙏

  • @masonkaplan9311
    @masonkaplan9311 11 місяців тому +1

    Thank you for making this video, it was incredibly helpful, and I really enjoy your style of teaching. I just had a quick question. Would I be able to export the project to HTML5? My understanding is that the web rtc gdextension if only for non-html exports, but would I need to remove it in order to do so? Web export has been throwing errors for me.

    • @FinePointCGI
      @FinePointCGI  11 місяців тому +1

      That is correct. You would need to use the JS interop layer to create the websocket connections instead. (which is pure pain)

    • @Jorit2
      @Jorit2 10 місяців тому +1

      @FinePointCGI @masonkaplan9311 Hi, Godot 4.1 is using the HTML5 websocket for this. This is included in Godot. If you remove the WebRTC gdExtension and export to HTML5 the code should work. At least it works for me 🙂

  • @Thomason1005
    @Thomason1005 4 місяці тому

    wow! this goes in so deep, and builds up such a complex system! you could sell this system as an addon.

  • @Matthew_Fog
    @Matthew_Fog Рік тому +1

    I was watching one of your videos on character movement and i wanted to ask: do you recommend c# or gdsript? and when would you rather use c#? or any other language?

    • @FinePointCGI
      @FinePointCGI  Рік тому +1

      If I have a choice I would pick c#. It does have a lot of extra baggage and scaffolding but it is a faster language on execution has thousands of libraries and the nicest thing is that you can use that language outside of game development.
      As for when generally speaking I use it for everything the only thing that GDScript would be nice for is when you are dealing with external packages for Android and iOS.

    • @Matthew_Fog
      @Matthew_Fog Рік тому

      i see, thanks!@@FinePointCGI

  • @dedamx
    @dedamx 9 місяців тому

    Hey, will there be a post on your homepage to this video? a written edition would be nice

  • @LexGear
    @LexGear 11 місяців тому

    Can I just suggest for you to number the tutorials because I got very confused and tried to start somewhere in the middle because I'm a big dumb dumb. Just something like #1, #2 etc would be good.

  • @Caracuan12
    @Caracuan12 8 місяців тому

    This tutorial is gold, this is the only place I've seen how to make webrtc work in godot, thank you so much! I would love to see that follow up video. If I am correct we didnt implement the server to manage cases in which the rtc fails right?

  • @Desvelar
    @Desvelar Рік тому

    The only real suggestion I have would be steam support for the connection

  • @blackwolfartist9148
    @blackwolfartist9148 Рік тому

    can I make a multiplayer game for my friends with private ip and for free?

  • @sdprolearning
    @sdprolearning Рік тому

    Can you please show us how to export the game to ARM Linux?

  • @maiqtheliar2611
    @maiqtheliar2611 9 місяців тому

    Amazing amazing tutorial, pretty well explained even though it's a hard concept you have a way of explaining it properly. Thanks a lot! Only one question though, is it really secure? how vulnerable to attacks will a project be using webrtc? I'm new to networking and security is my biggest fear...

    • @FinePointCGI
      @FinePointCGI  9 місяців тому +1

      So overall no. Something I will be covering is how to secure all of these connections. The Websocket connection has a secure mode but you need to create and distribute certs to handle all of that. I didn't cover it because it's truly painful to set up and needs to be it's own tutorial in my opinion.

    • @maiqtheliar2611
      @maiqtheliar2611 9 місяців тому

      @@FinePointCGI Thanks for the reply! I have been developing a simple competitive game to test with my friends, It plays nice in local but I don't want to risk it by trying it online... Now the question is where do you even begin with security?

  • @dzartxstudio
    @dzartxstudio Рік тому

    ❤❤❤❤❤❤❤❤

  • @Redwisp27
    @Redwisp27 Рік тому

    Thanks for the explanation on this detailed topic, i am still trying to put my head around the details. But i have a question, does the current webrtc code in this video already support running multiple different games on the server in different lobbies in parallel ? (i am assuming this would be the advantage of using this approach instead of the first ENetMultiplayerPeer only approach in the first video that had relatively less setup to do, as this one goes into low level socket messaging and setups)

    • @FinePointCGI
      @FinePointCGI  Рік тому

      Yes you can have as many lobbies as your system will handle with this implementation. Since i have it set up so you send your lobby id with your singaling info I make sure you dont send your data to the wrong lobby members. Once the game starts the and the signaling data is passed the server does not keep track of the users anymore (other then that they just exist) so no more data flows though the server when it comes to that game.

    • @charyas625
      @charyas625 11 місяців тому

      @@FinePointCGI Is it not doable with ENet? I would have liked it if you had talked about it, especially since it's structured as a continuation from the previous tutorials that used ENet. It's jarring and super confusing when you're suddenly not using any of that code and instead doing something totally different and with no explanation.
      Also, would it be possible to do this in C# and if it is, please do consider doing a tutorial on it! Thank you, love your videos!

    • @FinePointCGI
      @FinePointCGI  11 місяців тому

      I'm sorry that it was confusing I didn't mean for it to be confusing.. was not supposed to be considered a continuation it was more a separate side tutorial that uses the same assets if that makes sense..
      You don't necessarily need the first one to have the second one to work
      I did try to do a c# one and I actually have it fully recorded but I ran into a bug where the object won't initialize properly because there's a bug inside of Godot that the developers have basically ignored when I brought it up... So I'm waiting for them before I'm willing to release it because I don't want people to run into the same bug and then wonder why there's stuff's not working..

  • @torgo_
    @torgo_ 5 днів тому

    "A short introduction"
    and then the video is 2 hours long.