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Test scene 2 (CCDIK3D) for Godot 4 seems broken?

A topic by d-eisenga created Sep 08, 2023 Views: 234 Replies: 4
Viewing posts 1 to 4

Nothing appears to happen when I open 3D test scene 2 in the editor or run the scene. An error is thrown:

ERROR: System.IndexOutOfRangeException: Index was outside the bounds of the array.

It appears that ccdik_joints is empty, and 'if (ccdik_joints[i].use_constraints == true)' fails on the first iteration.

This is for the demo 2.8.0 version, with both the plugin and development example project downloaded today.

Developer

Hi d-eisenga

Thanks for making this topic to let me know of this issue. My guess is something with Godot changed the scene format enough that the setup was lost.

Just to make sure: you are running the development example project for Godot 4, correct? There is also a non-Godot 4 version, which is for Godot 3.X.

I鈥檒l try to take a look once I can regardless.

Thanks again!

Hi, thanks for your response.

Yes, I'm using the Godot 4 development example project and the Godot 4 plugin. I forgot to mention I'm using Godot 4.1.

Developer

Hi d-eisenga

I just downloaded Godot 4.1.1 and opened the Godot 4 project and it seems to be working for me. I downloaded the Godot 4.0 (free) version of Twisted IK 2 from the Itch.io page, downloaded the Godot 4 example project, copied the Godot 4.0 Twisted IK 2 plugin into the project, built it, enabled the plugin, and then opened Scene 2 and the CCDIK worked as expected.

Did you open the CCDIK scene (3D scene 2) before you enabled the Twisted IK 2 plugin? That might have erased the data that was associated with the node and that could have caused it not to work. If you can, can you try downloading the example project again, copying the plugin to the example project, building and enabling the plugin, and then opening the scene and see if that works?

Thanks!

(+1)

Hi, sorry for not responding sooner, I was pretty swamped with other things.

It seems you're right. I did the steps again as you outlined in your post, and now everything works fine. I must have previously done something wrong. Thanks again for your help, and sorry for wasting your time馃槄

One thing to note, though, is that I couldn't just extract the example project, copy in the addons, and build the project. Godot would throw an error because the plugins were already enabled in the project.godot. The error message is sadly obscured by Godot's 'Building project' popup:

After getting this error, attempting to build again will still fail, even with the addons disabled. I need to re-open the project, and then I can build the project and enable the addon. Perhaps it would be good to initially disable the plugins in the distributed example project? Just a suggestion, feel free to ignore if this is not feasible for some reason.