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Questions tagged [hierarchy]

1 vote
1 answer
131 views

I'm not sure if there's a setting or wildcard I'm missing, but when I search in the hierarchy panel the results are presented in alphanumerical order with no reference to the hierarchy of the ...
FrontEnd's user avatar
  • 1,789
1 vote
0 answers
78 views

I'm following in the footsteps of this blog in implementing a transform hierarchy to my game engine scenes. I have a fairly similar implementation for a 3D transform: ...
Boyfinn's user avatar
  • 111
2 votes
2 answers
3k views

tl;dr = When/Where/Why use 'Node2d' as the parent vs going straight to 'Other Node'? I have just started diving into using Godot for the first time. I completed the Your First Game official tutorial (...
J Bloom's user avatar
  • 23
0 votes
1 answer
804 views

I'm using Godot for my current project, and it's been going great; but there's a bug I don't understand. I have a certain very simple script on my title screen: ...
Michael Macha's user avatar
0 votes
0 answers
3k views

I'm trying to figure out how to integrate entity component systems with scene graphs in a web game / application. The problem is of course that ECS and scene graphs are very different in nature. They ...
Candleout's user avatar
  • 101
1 vote
0 answers
202 views

This is for the development of a roguelike/management game. I'm trying to implement HPA (hierarchical pathfinding with A*), and I've found a few good resources (suggestions appreciated) in the forms ...
genfy's user avatar
  • 43
2 votes
1 answer
78 views

In my GPS based game, there are certain structures the players can build that store units. For example, airbase structures store aircraft objects. Currently, the way I have this organized is the ...
user204468's user avatar
1 vote
1 answer
248 views

After lot of efforts I have an almost nice shader doing SSR with HiZ. The shader is provided below. Some parameters are tunable and you can speed up things but the difficulty in my scene (picture) are ...
philB's user avatar
  • 333
1 vote
3 answers
5k views

When structuring the script to control a game object with several generations of children underneath, I gather from one of Jason Weimann's videos that it's a bad idea to use the string based methods ...
arcadeperfect's user avatar
-1 votes
2 answers
431 views

My parent object components: Rigidbody2D and the script I shared below. Children(Head, Body, Arm, Backpack...): There is only collider. There is no rigidbody2D. (I want the parent object to use the ...
gunza's user avatar
  • 13
0 votes
0 answers
158 views

I'm wondering how I can organize instantiated GameObjects that are spawned in sort of a nested structure. I'm spawning these GameObjects via Containers, a set of ...
Ginger and Lavender's user avatar
0 votes
1 answer
261 views

First of all, I have a character with 2 armatures (Upper/Lower Body), where the Upper Body is the child of the Lower Body's root bone (Hip). This is intended, and I really don't want to touch the ...
505Legion's user avatar
  • 103
0 votes
0 answers
51 views

I took an asset from the asset store with some animation. The animation expect the Animator to be put directly on the object that contains all the bones. => fbx (with animator) => bones I would ...
Crocsx's user avatar
  • 125
0 votes
1 answer
2k views

I'm working on a game, where the player dumps trash from Trash cans into a Trash Truck. These Trash cans have a random chance of having a Racoon on top of them. I have a script set up to detect when ...
Fox GAMING_NTF's user avatar
1 vote
1 answer
2k views

Within my Unity Project in my code, (see below), I have a button called Check which executes when CheckPress() function is called. I read two approaches by which this can be done. Appraoch 1: Using <...
Tanmayee Pathre's user avatar

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