Mikal's Forum Posts

  • Great work, looking forward to furthering developments already mentioned elsewhere (hierarchy most specifically.)

    Another vote here for expressions in the template field.

  • alastair

    Yes, though I wonder why not just use the native 3DShape for something simpler like billboards?

  • I am working on the bounding box / z-height in future versions, working to solve this.

  • Thanks, I will take a look this week.

  • Not sure I understand what you mean, can you send the Spine project and c3 project with an example?

  • algiz13

    Two issues:

    - Use the node name ('root.001'), not the mesh name, I may need to change this ACE description since it now uses node name instead of mesh name.

    - The set mesh material had a typo 'create_wooden' should be 'crate_wooden'.

  • algiz13 - please see the latest version on itch, there was a fix done around materials on models that don't have animations.

  • Grimmy - I have found with the variety of Android devices, it really depends on exactly which platform you are testing on.

    You can also get it on itch and if it doesn't work out for you, we can do a refund through itch.

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  • samuelbromley fun, you might want to check out the ProUI addon.

    aekiro.itch.io/proui

  • Is it possible to get the project sampling setting in the editor? I am using it to set the options for dynamic texture appropriately (as I can already do in runtime.)

  • GLB and GLTF support with single embedded texture

    The addon now supports both glb and gltf embedded file formats, including support for a _single_ embedded texture.

    If a texture is present in the glb or gltf embedded file it will be used as the texture of the 3DObject model (there then is no need to load the image of the 3DObject, it can be left blank or fill with a solid color, etc.)

    If a texture is not present in the glb/gltf, then the 3DObject image will be used (e.g. load texture manually into the image.

    kindeyegames.itch.io/c3-3dobject-alpha/devlog/343359/glb-and-gltf-support-with-single-embedded-texture

  • Understood, thanks.

  • Think of bbox override as the area your Spine instance will render into. If scale is set to 1, it will be the same 'coordinates' as your Spine project.

    In general, your Spine animation should stay centered around a point in your Spine project. If you have a jump or leap animation, it should be done 'in place' and the actual vertical or horizontal movement should be done by moving the C3 Spine object during runtime in C3.

    The width and height are the size of the area that is rendered into, so it should be sized to encompass all the movements of your Spine object (e.g. large enough to capture a swinging sword.)

    The offset x and y are used to center the area around your character. For example, if your character is centered around 0,0 in the Spine project, the offset should generally be -1/2*width and -1/2*height.

    The main thing we usually do is experiment a little, using a scale of 1.0, then use height and width of the object itself to scale as needed.

  • Is it possible for a plug-in to fetch a file from the web in the editor?

    For my 3DObject plug-in, I'm adding an option to fetch the glb 3D model from the web during runtime, I have implemented this for runtime, but it seems like due to the specific cors setting for the editor, I cannot do this in the editor.

    I know I have alternate ways to do this for the editor to work (e.g. have a placeholder model included in project files), but I wanted to see if I was missing something about the editor cors settings.

  • If you are trying this in preview, it may be due to how C3 remaps project files into blob URLs. Here's what works for me in preview:

    const fileName = '1.png'
    
    const url = await runtime.assets.getProjectFileUrl(fileName)
    
    var image = new Image();
    
    image.onerror = function() {
    	console.log("No image");
    }
    
    image.onload = function() {
    	console.log('image:', image)
    }
    
    image.src = url;