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Also just a heads up, I had to regress from 2.74.3 to 2.73 because it wasn't working on mobile. I couldn't get any debug info because I couldn't get the chrome remote dev tools working to peek at the console on mobile

which mobile? I am working on something for optimizing mobile now, I'll post, so you can try it later tonight 

Getting a lot of these now, my layout looks invisible until I switch to a new layout 
[.WebGL-0x2e4402d20d00] GL_INVALID_OPERATION: glDrawElements: It is undefined behaviour to have a used but unbound uniform buffer.

ok, thanks for the report, I will be able to start looking at this in a week. If you have a test project, that could help.

Can you also tell me what version number you are using, 

happens both on 440.2 stable and 443 beta

I meant the version of 3DObject, but glad also to see which version of c3. A test project will help me debug also.

Latest version of the 3DO, I reinstalled 2.74.3 and it seems to be working, so I'll stick to this version

Got it, will take a look tomorrow. Thanks for the report.

Possible regression in the latest version (2-75-4), videos no longer show (GL_INVALID_OPERATION: glDrawElements: It is undefined behaviour to have a used but unbound uniform buffer.)

What do you mean by 'videos', can you give more context?

(1 edit)

As in the video plugin built into C3. I'll do some more testing to see if I can resolve this

I see, if you have a test project, that will help me debug.

Nevermind, Updated it to the latest version of the addon and it works!

(+1)

The latest beta broke the plugin, my project won't preview unless I delete the 3d object plugin from my project. I looked at the patch notes, they changed the way that things are rendered in order to be more efficient.
The error code: 

canvasManager.js:1 Error creating WebGL renderer: Error: Error linking shader program: Types of varying 'vColor' differ between VERTEX and FRAGMENT shaders. FRAGMENT varying vColor does not match any VERTEX varying

(+1)

I will see if it can be fixed, it probably can.

3Dobject plugins after 2.71 are not installed on Xiaomi brand phones and remain at 0%. I don't understand exactly what the problem is but I lost this version for some reason. Can you re-install 2.71?

I found the version in my backups, let the comment stand maybe it will help to update somehow

Can you please run this on the phone and send back  a couple screencaps of the result (it is typically larger than one screen)

https://webglreport.com/?v=2

https://disk.yandex.com.tr/d/-YrftDogrOdybA   

Results when opened on the phone

Hi, are there any tips to make the game light when running on mobile, I tried it on Construct3 everything was fine, but when running it on mobile the game became slow

Try lower poly, try worker animation, try lower animation rate.

Try gpu skinning, try static geometry

Can I add outlines to the model? I tried adding outlines to the model in blender but it doesn't show up in Construct 3, does the plugin not support that?

it doesn't support blender shaders, you can try playing with C3 effect shaders though 

Okay, thanks, I will try it

(1 edit)

Is there a way to increase the limit of model loads during runtime?  I'm making a multiplayer game and want players to be able to change models.  I can't use "load from prefab instance" because 1) other instances of the player object are treated as extra players and 2) when the host syncs instances to peers, the UIDs are different for peers.  My current approach works great except for the one-load runtime limit.   

I'm also open to suggestions if you have any ideas!  Thanks!

Use a 2d sprite as the main player. So uid never changes. Connect the current model / 3DObject to that 2d sprite. When model changes delete old, create new model and attach it to the original 2d sprite.

In general, I'd also say this is a good game dev pattern, for exactly the reasons you describe. Your model or animated sprite is decoupled from the 'player controller' and you can be more flexible in control vs animation or mode.

Thanks so much for the replies!  This worked.  I was using a 2d sprite for the controller originally, but I had it in a container with the model for ease of referencing so I couldn't destroy the model without destroying the player controller.  Instead of using a container, I added an instance variable to the model representing which 2d player controller it should follow.  This way, I can easily destroy and re-create the model without impacting a player's container.  Your idea to destroy & create new works just as well as the "reload" I initially wanted.


Thanks again, and great plugin!

Great! When you are ready, would love to see some gameplay vids!

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