Hi, i'm working on an app that uses microphone volume data. Unfortunately, in godot4 microphone suffers from delay growing over time, so to work it around i'm thinking of passing mircophone volume data from a minimal godot3 projet to my main godot4 app. Is there a way to do it ? i've tried networking using multiplayerEnet and websockets, but there seem to be no compatibility...
#Pass data from godot 3 app to godot 4 app
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Malformed packet received, not an Array.
Malformed packet received, not an Array.
core/debugger/remote_debugger_peer.cpp:145 - Condition "read != in_pos || err != OK" is true. Continuing.
Malformed packet received, not an Array.
Malformed packet received, not an Array.
core/debugger/remote_debugger_peer.cpp:145 - Condition "read != in_pos || err != OK" is true. Continuing.
Malformed packet received, not an Array.
Malformed packet received, not an Array.
core/debugger/remote_debugger_peer.cpp:145 - Condition "read != in_pos || err != OK" is true. Continuing.
Malformed packet received, not an Array.
Malformed packet received, not an Array.
core/debugger/remote_debugger_peer.cpp:145 - Condition "read != in_pos || err != OK" is true. Continuing.
i get these errors when trying to communicate between the godot3 and godot4 instances (same when i use multiplayerenet and websockets)
They changed the serialisation type enum between Godot 3 and 4, so I imagine that's what's breaking your communication. There's probably no way to fix that short of writing your own serialisation.
damn ! then is there any way to pass info between the 2 instances ?
that's annoying ;-;
Not sure, I haven't looked at the API. You might be able to send raw data.
And yeah, I really think they shouldn't have made that change. It was completely unnecessary. Someone inserted some extra values into the enum which changed the meaning of all the types after them.
oh TT
It also means you can't transfer resource files between 3 and 4.
It really is.
Oops! Upgraded your game from Godot 3 to 4 and now your players' saved games don't work!
💀
EDIT : found a fix by setting the godot 3 app as the server and the godot 4 app as a client :3
now it's working fine
Oh, that's neat! I wonder why it works.