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(+2)

I was wondering the same (using 4.2.2) and just bought it, here is what I found in the last hour:

  • It’s assumed to be put in the root of the res:// directory otherwise not all files/assets are found. I had to change the paths hard-coded in the code to fix that (because I want my addons in the addon/ directory);
  • Lighting changes as expected, although it’s pretty dark by default because of the failures in loading properly the assets and the default environement is the default of godot, which is bad by default visually.
  • In the GodotSky node I tried to change the “Environment” to one generated by “Instant Realistic Light” but it failed because of a looping error: “res://addons/GodotSky/Scripts/GodotSky.gd:71 - Invalid call. Nonexistent function ‘set_shader_parameter’ in base ‘PhysicalSkyMaterial’.” - clearly it needs the provided sky preset resource to work, so I changed that to keep the sky preset provided and it started to work together.
  • When activating the “simulated time”, the “rate of time” is too fast even with small values, I think something is either wrong in the maths precision or it’s intended to be changing through a value set in code.
  • Note that for some reason the light-cycle is updating while in editor, which is annoying. It’s easy to remove the @tool marker or activate the realtime only on play to fix that.
  • For some reason the mesh for the Sun is set to cast it’s shadow, which makes a circle shadow on the ground for me, easy to fix by deactivating that shadow (on the mesh, not “cast sun shadow” as that controls if the sun cast other object’s shadow). Not that it’s not a problem for the moon obviously.
  • For some reason I can’t see the stars and the clouds, neither the moon and the sun but these appear when close to the horizon. I think something is wrong in the mix of environments but it’s probably my mistake.

All in all:

  • it seems to work with Godot 4.2.2
  • it’s not well thought as an addon, lots of incorrect assumptions unspecified
  • I see no documentation as to how to properly set it up

So I guess it is usable but requires some tweaks.

Wow, thank you!! Such an extensive review
How's the performance?
Did you try switching to Compatibility rendering?

(+1)

No I was experimenting in a prototype project which was created with desktop in mind, so I didnt try anything “reduced” in capacity. Also I only tried on Windows.

(+1)

BTW I intend to retry with a fresh project when I find a few minutes, but if you do that before me I’m interested in issues you’ll find. I suspect my viewpoint is very programming-centric and might not reflect the experience of most Godot users.