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Can some one please explain to me how to use this addon? I tried to follow a tutorial on youtube that had me importing the glb file under files. But the guy on the video messed with the properties, even though when I click on the file the properties are blank. I followed the instructions to add the addon through the addon manager and restarted construct3 before doing this. I have no idea what I'm supposed to do. How do you use this? I can't find a tutorial

Add '3DObject' to your project first, then you will see the properties where you can add your file...

Did that, nothing shows up.

Make sure the editor and project settings are set to webgl2, not webgpu.

Hi, I can read: "DONE Support multiple textures" - But it seems like C3 ignores the 2nd texture on the model. Or it just me?

can you please share an example model

Sorry for bothering you, it seems my model has some issues I need to look into. I just did a quick test, and both textures show fine on the test model.

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Hi, I'm sure you already know about this but I believe a change to the renderer made it so the performance of this addon is significantly reduced in versions of construct after r440-2. This is especially noticeable on newer Mac's which used to perform beautifully with this addon. 

I don't really test on Mac much more, but if you can share a test, I'll take a look - when I dig my intel Mac out of mothballs.

The description of the video shows a comparison of test results

Wow, so bad! Let me see what C3 changed.

It's a big problem that Construct3 has removed all plugins other than SDK2. 3 years of work on my game is gone.

I also do not like this. You can keep using older versions of C3 though.

There is no possibility of passing it to SDK2?

no, ashley denied the feature requests to support it

When will you switch to SDK 2?

Not able to, SDK V2 did not have the requested features to support this.

Is this the end for 3DObject?

Hi.
Does this plugin support WebGL 1? Or only WebGL2?  because I tested my game on another pc and here is what I got (my game is not loading) 

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Only webgl2. I am curious what type of Pc/OS/Browser/GPU does not support webgl2 these days.

My game was okay, but I recently came back to it, and it is not loading.
Please help.

btw I'm using r449 construct 3

Please update to latest version of 3dobject for later versions of C3.

Thank you. I installed 3DObject-2-78-0.c3addon version and now everything seems to be ok.

Hi, love this addon!

I read this comment of yours......

This add-on will not be ported to SDK V2 (but an LTS version of C3 that is compatible with it will be available for use for quite a while).

I am working on a new, similar addon with more capabilities, which is working with SDK V2 now. I will announce here when it is ready (it will take a bit to get to the same feature set, but it already supports PBR texture and normal maps.)

Any news on when this will be available please? 

Phill

I am slowly working on this in my spare time. It is open source, so others can work on it. I need to update the latest state to get it working again in C3. I did add shadowmaps to it, in my test environment. However, not yet integrated with C3 addon yet.

ok thank you! Do I keep a look out on this web site for it?

When it's ready I'll make a dev log post

(+2)(-1)

Hey there! Thanks for the plugin, it has opened the doors to a lot of cool opportunities. However, I'm having issues after I updated to the newest version of construct 3, and can't seem to find any working solutions.

Issue A:
After updating, objects in the project stopped using opacity values. Meaning any opacity related events, like the 'Fade' built-in addon just don't work. Any objects with a set opacity are also now just set to 100 aswell. For this, I am using both the latest versions of construct and the addon, and have tested on multiple browsers/machines with a friend.

I really only noticed the issue after I tried to export as an html, as before that I believe it was working as intended. However, now the project is bricked unless I find a fix for this.

Issue B:
In trying to get around this, I backported construct to beta r448. Opacity works in this version however any layout with a '3D Object' opens in debug to a black screen, reading 0 fps. I've tried using both r448 and r447, given they are both versions I've used while making the game. I've also tried multiple versions of this addon (specifically 2-77-0, 2-76-5, 2-76-2), all of which cause the 0 fps bug.



If any more information is needed, I am happy to send whatever. I don't really know how to read logs in construct, so that's the one place I haven't checked. Any help with this. or if there is a easy fix I've missed, would be much appreciated. Thanks!

I experienced the same thing, working on an old project in the latest version of Construct cause the opacity parameter not working.

here the sample, try to open c3p in R440.2 and than try open in R449
https://drive.google.com/file/d/16rOr9gWgFQnNxtxAPqTpxvEFI96zg75G/view?usp=shari...

Thanks for the example, please try 2-77-3:
https://kindeyegames.itch.io/c3-3dobject-alpha/devlog/993531/fix-opacity-and-col...

perfect! its already solved, thank you for responsive update really appreciate it

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The issue is that C3 recently changed how their webgl2 renderer handled opacity and color and they changed how the vertex and fragment shader interfaced with it. In the end it will likely be a good thing, since it could improve performance for rendering standard C3 objects with varying opacity and color.

I will take a look tonight and see if there are changes possible in 3DObject to support this.

https://kindeyegames.itch.io/c3-3dobject-alpha/devlog/993019/fix-opacity-and-col...

Please try this fix (must use static geometry or gpu skinning).

(3 edits)

Hi! Thanks for the timely fix. I'm personally still having issues with opacity after updating however.

Layouts without 3DObjects don't render opacity, alongside one's that have 3DObjects. Maybe I'm doing something wrong with the static geometry, but I can't find the setting outside of setting it at runtime on start of layout (which still doesn't fix the issue).

(edit: Just tested BIN712's example layout again after updating and can confirm it does not work there either, both without and with setting the 3DObject's static geometry at runtime)

Any advice or info is much appreciated! Thanks!

yes already try it, and still having issues

Don't set both, only set one or the other. Can you please send a small project with your bug reproduction?

set one also still having issue, here the file https://drive.google.com/file/d/1kiAFi06XVw8UfBAT6qsYzgmJwJQgKPL7/view?usp=shari...

Hi! First of all, I want to thank @kindeyegames for such a great tool — thank you, you are the best!!!

I have a problem with enemies. Specifically, when there are two or more enemies — if I create just one enemy, all animations play correctly as intended. But if there are two or more enemies on the scene, an animation like death for example, only plays on one model.  "for each" doesn't work in this case.

Is it possible to make each model play its own animation separately?)
Video demonstration of the problem:
 https://drive.google.com/file/d/1RAP7pqHRVGX9iK5E0JA5SnjUNNBaIuTv/view?usp=shari...

(+1)

You might find this interesting, I’m creating a 3D game about mechs in Construct 3. I'll be uploading the development progress on my YouTube: 

Looks great! Let us know how it goes.

Yes, each instance can play a different animation. i suspect it is a 'picking' issue in the events.

I see you are already getting a lot of replies about the newest beta builds. 

This is the one I am getting in Chrome.  as for a test project it happens in a blank project with only a 3d object in it. 

instance.js:1 Uncaught (in promise) TypeError: Cannot read properties of undefined (reading 'bindBuffer')

    at Object3DInstance.Tick (instance.js:1:5086)

    at Array._tickFunc (sdkInstanceBase.js:1:3226)

    at C3.Event.Handler._FireNonCancellable (handler.js:1:2241)

    at C3.Event.Dispatcher.dispatchEvent (dispatcher.js:1:970)

    at C3.Runtime.Step_AfterPreTick (runtime.js:1:40202)

    at C3.Runtime.Tick (runtime.js:1:38223)

    at normal (runtime.js:1:3193)


So what is needed in SDK V2 for this to work?

This looks like you are using webgpu not webgl2 for the project.

SDK V2 requests were denied by Ashley.

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did he say why?

As for the webgl2 thing. I disabled WebPGU. I assume when it says webgl, it also includes webgl2?

The gist is he doesn't want to do more development on 3d.

That error looks like webgl2 is not available. Can you show some of the earlier parts of the log where it shows the C3 initialization and what renderer c3 is using?

I guess that makes sense. Construct is a 2d engine after all. Still a shame though.

[SW-Preview] Up to date

plugin.js:8 opts 

{runtime: C3.Runtime, isSingleGlobal: false, isWorld: true, isRotatable: false, hasEffects: true, …}

plugin.js:171 [3DObject] allow gpu skinning

plugin.js:188 [3DObject] shader mikal_frag_light-8 not found

The powerPreference option is currently ignored when calling requestAdapter() on Windows. See https://crbug.com/369219127

local.html:1 The powerPreference option is currently ignored when calling requestAdapter() on Windows. See https://crbug.com/369219127

runtime.js:1 [C3 runtime] Hosted in worker, rendering with WebGPU [nvidia/lovelace]

instance.js:1 Uncaught (in promise) TypeError: Cannot read properties of undefined (reading 'bindBuffer')

    at Object3DInstance.Tick (instance.js:1:5086)

    at Array._tickFunc (sdkInstanceBase.js:1:3226)

    at C3.Event.Handler._FireNonCancellable (handler.js:1:2241)

    at C3.Event.Dispatcher.dispatchEvent (dispatcher.js:1:970)

    at C3.Runtime.Step_AfterPreTick (runtime.js:1:40202)

    at C3.Runtime.Tick (runtime.js:1:38223)

    at C3.Runtime.Start (runtime.js:1:19364)

    at async C3.Runtime.Init (runtime.js:1:12312)

    at async InitRuntime (workermain.js:1:3322)

Tick    @    instance.js:1

_tickFunc    @    sdkInstanceBase.js:1

_FireNonCancellable    @    handler.js:1

dispatchEvent    @    dispatcher.js:1

Step_AfterPreTick    @    runtime.js:1

Tick    @    runtime.js:1

Start    @    runtime.js:1

await in Start        

Init    @    runtime.js:1

await in Init        

self.C3_InitRuntime    @    runtime.js:1

InitRuntime    @    workermain.js:1

await in InitRuntime        

HandleInitRuntimeMessage    @    workermain.js:1



in this I notice it wants the frag light shader and GPU skinning on. when I enable those I get this error

[C3 preview] Browser opened wrong size popup: wanted 854 x 972, got 854 x 971; resizing to compensate

plugin.js:8 opts Object

plugin.js:171 [3DObject] allow gpu skinning

The powerPreference option is currently ignored when calling requestAdapter() on Windows. See https://crbug.com/369219127Understand this warning

local.html:1 The powerPreference option is currently ignored when calling requestAdapter() on Windows. See https://crbug.com/369219127Understand this warning

workermain.js:1 Uncaught (in promise) GPUPipelineError: The fragment input at location 0 doesn't have a corresponding vertex output.

    at ValidateInterStageMatching (..\..\third_party\dawn\src\dawn\native\RenderPipeline.cpp:790)

    at ValidateInterStageMatching (..\..\third_party\dawn\src\dawn\native\RenderPipeline.cpp:790)


As i thought - It is webgpu not webgl2, change project settings to not use webgpu.

runtime.js:1 [C3 runtime] Hosted in worker, rendering with WebGPU [nvidia/lovelace]

is it possible to realize the parameter of 3D camera rotation by Z?

Yes, you can rotate camera around the z axis. I recommend looking at the Construct 3 manual page on the 3DCamera object, check out some of the look at ACEs (you'll need to use math to calculate the rotation)

i love use this plugin. Will there be an update for SDK v2 in the future? because I got a notification like this, in the future if c3 removes the addon sdk v1, will this plugin also develop?

no, sdk v2 did not get the requested features to support this addon

Deleted 62 days ago
(1 edit)

Can you send details about your test system (OS, Browser, GPU, C3 version, 3DObject version) and the errors you see in the console?

Deleted 62 days ago

Thank you for this, please try the latest (2-76-2)

Deleted 62 days ago

Argh, ok, will take a new approach to this. Thanks for your patience, reports and examples.

(1 edit)

When i try open my project in relase 441 or more i always receive black screen in preview. someone also have this problem? Console shows: 

[SW-Preview] Up to date

bootPreview.js:105 Registered service worker on https://preview.construct.net/

previewWindow.js:1 [C3 preview] Browser opened wrong size popup: wanted 854 x 480, got 854 x 479; resizing to compensate

local.html:1 Unchecked runtime.lastError: A listener indicated an asynchronous response by returning true, but the message channel closed before a response was receivedUnderstand this error

plugin.js:8 opts Object

plugin.js:171 [3DObject] allow gpu skinning

plugin.js:188 [3DObject] shader mikal_frag_light-8 not found

Object3DPlugin @ plugin.js:188Understand this warning

runtime.js:1 [C3 runtime] Hosted in worker, rendering with WebGL 2 [ANGLE (NVIDIA, NVIDIA GeForce RTX 4070 (0x00002786) Direct3D11 vs_5_0 ps_5_0, D3D11)]

40[.WebGL-0x2b14000d4600] GL_INVALID_OPERATION: glDrawElements: It is undefined behaviour to have a used but unbound uniform buffer.Understand this warning

40[.WebGL-0x2b14000d4600] GL_INVALID_OPERATION: glDrawElements: It is undefined behaviour to have a used but unbound uniform buffer.Understand this warning

plugin.js:47 [3DObject] Dummy UBO for bones created and bound.

instance.js:71 Monkey patching C3 renderer...

instance.js:174 Uncaught (in promise) TypeError: this._ExtendQuadBatch is not a function

    at C3.Gfx.WebGLRenderer.Quad3D2 (instance.js:174:12)

    at i.Plugins.Shape3D.Instance._DrawFace (runtime.js:1:7650)

    at i.Plugins.Shape3D.Instance.Draw (runtime.js:1:5856)

    at C3.Instance.Draw (instance.js:1:4154)

    at C3.Layer._DrawInstance (layer.js:1:29009)

    at C3.Layer._DrawInstanceMaybeWithEffects (layer.js:1:28891)

    at C3.Layer._DrawInstances_3DCamera (layer.js:1:27673)

    at C3.Layer.Draw (layer.js:1:26158)

    at C3.Layout._DrawLayerList (layout.js:1:24177)

    at C3.Layout.DrawMain (layout.js:1:23029)

I don't see it on my simple test projects.

If you have a test project for me to try, please share.

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i add one GLB model file and nothing more, preview cause black screenexample you can download here: https://drive.google.com/file/d/1MRyHZvYAUpO6FdNsrtlAfDboju97Jbee/view?usp=shari...

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 

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