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CookieBadger

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A member registered Aug 09, 2019 · View creator page →

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Hello Dawid,

scattering is a larger feature set, that needs time to be designed and developed. A non-mono version is also not a feature that I can just make from one week to another. I am unable to make any estimates for both requirements for now, but I suspect that by the end of the year, you will still be waiting.

I understand it is frustrating when you pay for a product and it does not fulfill all of your requirements. Unfortunately, you are paying to obtain product as-is, and while I hope to provide you with useful updates as often as I can, it does not entitle you to have requests implemented in a given time frame. I do appreciate you supporting the development, though, and hope to come closer to meeting your expectations soon.

Best,

CookieBadger 

Noted!

Hello TranquilMarmot!

Unfortunately the randomizer is not implemented yet. What you see is the UI, that I drafted at some point and which accidentally made it into 1.3.1.

This feature is yet to be implemented.

If you upgrade to the latest version (1.4.1) you'll see that this UI has been removed again.

I'm glad you got it working, and thanks for sharing your findings. I will investigate regarding the project name issue.

Good luck with your projects!

Hello @slothware.

I'm sorry that you're encountering an issue. The error can be affected by several things, but I can't say for sure which is the cause

- Corrupted C# files, you could try if the plugin recompiles correctly after deleting the folder /.godot/mono inside your project repository

- Assetplacer version and Godot version: make sure you have a compatible combination. Let me know which ones you are using, make sure you use the latest Godot version

- .csproj or .sln file in your project directory. If you have added any custom specifications there, the AssetPlacer compilation can be affected.

I hope you can fix your issue. Let me know how it goes. Please also make sure to check this page: https://cookiebadger.github.io/assetplacer-docs/faq.html#i-added-the-plugin-but-i-cannot-enable-it

happy to help!

(2 edits)

Hello @telmotrooper! Indeed, the resolution I used during most of the development was FullHD, I sometimes also use 2k, but I have not taken into account 4k screens I admit. Your request is absolutely valid and I will adjust this in the next minor patch. 

In the meantime you may just apply this easy fix yourself by opening the scene at addons/assetplacer/ui/AssetPaletteUi.tscn, searching for "AssetButtonSizeSlider" in the node hierarchy and changing the max value from 1.0 to a value of your liking (4.0 should be sufficient). After this you need to disable and enable the plugin again for changes to take effect.



If the buttons do appear too pixelated, you can adjust the general thumbnail size of the Engine in the EditorSettings under 'Docs -> File System -> Thumbnail Size'. This should affect thumbnail size in the editor as well as in AssetPlacer.


I hope this helps. Let me know if you encounter any other issues.

thank you so much <3

I'm trying my best, but I can assure this is a charming exaggeration 😅♥

Yes, of course! I also added a hint at the end of the store page with a link to your page, to be fair.

Hey Keith!

yes, if you remember I once contacted you to ask if I could use them. Are you interested in the tool? I can provide you with a key if you wish. Contact me on Discord, if so :)

Best regards, and thank you for your great work,

~Cookie

Okay, thank you for specifying. I'm sorry, such a feature is currently not implemented, but it might be a good addition, so I will think about implementing it!

I wish you best of luck for your project!

Hello Denis!

thank you for your message :) If I understand correclty, the "Match Selected" button should do what you are looking for. Select the barrel, then click "match selected", and you can start placing it right away. Also there is a shortcut on Spacebar, to select the last object you have been placing, which might be useful. 

I hope this is what you are looking for, if it is not, please specify what exactly you would like to do. As to "do it on runtime", I am not sure what you are referring to.

Best regards

You are welcome, and I am glad you were able to fix your issue. Happy development! :)

Hello denisvergara@outlook.com, did you make sure after adding the plugin to the addon folder to:

- add a new empty C# script, to let Godot know that this is a C# project and show the build button?

- Click the build button (little hammer icon) next to the play button?

I went ahead and tried the plugin again in 4.2.2mono and 4.3rc2mono, and in both versions I was able to install the plugin without problems. I also used the latest .NET version (6.0.424).

Hello denismedia, did you make sure after adding the plugin to the addon folder to:

- add a new empty C# script, to let Godot know that this is a C# project and show the build button?

- Click the build button (little hammer icon) next to the play button?

I went ahead and tried the plugin again in 4.2.2mono and 4.3rc2mono, and in both versions I was able to install the plugin without problems. I also used the latest .NET version (6.0.424).

I am happy to hear that you were able to solve your issue. The warning you get now should not be a problem, and only appear when you open the project. If it annoys you, you can change all instances of "EditorPlugin.GetEditorInterface()" with "EditorInterface". The reason for the obsolete code is backward compatibility with Godot 4.0.

unfortunately, I cannot tell how to fix your issue from this information. Since it happens in a new project, I suspect there might either be a problem with your .NET installation (maybe try upgrading it to a newer version), or with the version of Godot you downloaded (make sure it is the mono version). If the problem persists, you may contact me here so we can try to do some deeper troubleshooting.

Hello Relic, can you try if it gives you the same error if you add the plugin to a new project? Also, can you send me the contents of your .csproj file inside your project, to see if you have any unusual configuration there?

Please also make sure you precisely followed each of the installation steps here:

https://cookiebadger.github.io/assetplacer-docs/installation.html

I wish you best luck for your project! If there is anything else you want to know about my plugin, be sure to let me know :)

(1 edit)

Hello Michael,

1. Your guess is right, you would have to make multiple scenes (using inherited scenes could work very well). However, you can also press Alt+Click to place and select the object, so you can quickly change inspector settings, and SPACE to immediately reselect the asset for another placement, which might also be a fast workflow if you only have to change a few properties.

2. Snapping works at absolute world position, so if your snap step is set to 1 and you are placing on the XZ plane, you can snap at the XZ coordinates (0,0), (0,1), (1,0), (1,1), (0,2), etc. The offset now helps you offset this absolute snap step by a certain amount, so if you want, say, an offset of 0.3 each on X and Z, your objects would be placed at (0.3, 0.3), (1.3, 0.3), (2.3, 0.3), (0.3, 1.3), etc. You can only configure an absolute step, so the offset cannot adapt to what exactly "half the object's width" would be with your current object, but if you only use objects of the same size, then the offset that you can configure should work fine.

I hope this answers your questions!

ohhh, that is very astute, I would have never thought of doing that. Although, I am wondering which C# collection you are using that is worth having all this extra boilerplate code?

Hello! I am not familiar with this plugin, but whether it will work or not depends on whether the plugin adds collisions in the editor. This might or might not be the case.

I'm happy my list helped and you could fix your issues! Yeah, making plugins in C# can be really iffy, you can imagine how long it took me to find all that stuff out. :D

Hello psucram!

I think you would probably be able to write a plugin, or an editor script, that could automatically generate the collisions. You can also manually edit the .import files of your models, which can also save you a lot of time. Other than that, I am afraid I can not help you with this, but I wish you good luck for your project!

Hello AXiON,

That is a strange issue, I never had anything like this happen, also you are right, the plugin should be ignored when running a scene, as none of its scripts are actually contained in any scenes. #if TOOLS to my knowledge should exclude the plugin from the project when you export it, I am unsure about its behavior when running from the editor. I will investigate this further when I have the chance, for now I assume the best workaround in your case is to disable the plugin before running the scene. Sorry for the inconvenience.

(1 edit)

1. yes

2. yes (it will just work)

Happy game making! :)

Unfortunately, the plugin doesn't support MultiMeshInstances yet. I once toyed around with a MultiMesh tool, but the performance gains that I was able to achieve were so minimal, that I temporarily dismissed my progress. My idea was to make an Open Source plugin for combining instances of the same mesh, that would work together with AssetPlacer.

I'm afraid there is no such functionality at the moment, but if you know some programming, it should be possible to make an EditorScript that does what you need.

Are you sure you set the value to the exact size of your modules? If so, could you send me a screenshot such that I can investigate this?

Could you describe this problem more specifically? Please take into account, that floating point numbers cannot represent decimals all precisely, hence if you set some values like 0.3 they might actually get changed to 0.300000004

it is the default metrics (meters), that translate 1:1 to the values in the inspector.

Hello! Try setting the Snapping step value (just above offset). It should do what you are trying to.

Happy designing!

Unfortunately I cannot directly tell where your issue is, from that information. Any of the following might help you:

  • Make sure you followed the installation steps carefully, especially the "build" part (https://cookiebadger.github.io/assetplacer-docs/installation.html). Notice the small build button next to the play button in Godot 4.2.2.
  • If  this does not help, remove the addon, but also remove the "mono" folder inside the ".godot" folder in your projects root directory. Then, add plugin again and build. It should work now.
  • Otherwise, try the plugin in a new project, to see if the issue is related to your project and let me know your findings.

I hope this helps!

Of course, here you go!

https://cookiebadger.github.io/assetplacer-docs/

Great to hear, and sorry that it took so long, these things are hard to figure out sometimes :)

Happy developing!

Ok, since this error is clearly not supposed to happen, may I ask you also tell me the version of .NET, and the contents of your .csproj file? I am not sure, but it may help to go into your project folder, go into the .godot folder and delete the "mono" folder inside. After that, try if recompiling fixes the issue. Please also check if there is only one assetplacer copy in your project, and that it is where it is supposed to be.

Hello @fatoldyeti, may I ask what version of Godot you are running it on?

I do! Just know that I am still a student, and I can only do as much as my time budget affords. This project was originally my Bachelor's Thesis, before I made it into something bigger and more comprehensive. I hope to expand even more on it in the future.

I'm glad you figured it out. Good luck with your project! :)