#Is a PackedScene the right choice for including a hurtbox in a Resource?

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agile fable
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I have a resource with variables to fill in information about how a spell should behave when combined. I am curious if this is an acceptable way to handle what I'm describing, or if there is some more obvious answer staring me in the face that I've just never heard of.

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and while I'm at it
let's say I get this working perfectly within itself. What should I do to make user input create an instance of the desired properties and have the hurtbox take that effect

I can visualize that it will be necessary to include a function in the input handler to send a signal to use a given spell, but I don't really understand how to actually make the input handler recognize what spell has been queued and to actually instance it

keen sable
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You could store a Shape3D Resource. And then apply that to a CollisionShape3D that exists in the scene.
It would be more safely-typed at least.

agile fable
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My hurtbox is shaped a little too oddly (there will be worse than this later on) to fit neatly as one of the standard shape3d presets so I made it in blender and imported it. Does that affect the decision making? Or is there some way to make a box like this using tools inside Shape3D that simplify the process?

keen sable
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Some more awkward shapes may not work properly due to how the math for collisions works. But this seems good enough.

Just double check the differences between Convex and Concave shapes in the docs. Depending on what kind of shape this one is it may work better or worse.

agile fable
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I think I'm pickin up what you're putting down. Thank you

agile fable
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Even if I try setting it to import as a CollisionShape3D it has children of Cube and then the child CollisionShape3D which is where the hurtbox actually is. It doesn't show up as a selectable option in the fan-colonly Shape selection. I'm a bit confused on how this is supposed to work. I bodged it once and it kinda worked a few days ago but it was a fluke

keen sable
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Did you add -colonly to the object name in blender?

agile fable
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yeah, it's named it in the object editor and the file since I wasn't sure which of the two actaully made the difference

keen sable
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If you double click the glb file. What does the Root Node property say in the dialog that pops up? Is it empty?

agile fable
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yes, but first and foremost because I had originally imported a fbx file and not glb. I dropped in the glb and it was default to start

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here's what it looks like imported as-is

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same thing happens as above when I try to add it to a 3d scene

keen sable
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I assume you clicked Reimport already?

agile fable
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yeah

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I did also then try changing the root type to CollisionShape3D which also did absolutely nothing

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Do you think I should just remake the mesh in Godot from scratch as a ConvexPolygonShape3D? gddeadinside

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I'll leave this up but I've gotta get ready for bed. Any and all notes and comments welcome by anybody gdsalute