I agree that changing textures mid game is a necessity. My tank game allows sprites to be used to change the team color and damage state.
Andys Hat
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I guess that makes sense. Construct is a 2d engine after all. Still a shame though.
[SW-Preview] Up to date
plugin.js:8 opts
{runtime: C3.Runtime, isSingleGlobal: false, isWorld: true, isRotatable: false, hasEffects: true, …}
plugin.js:171 [3DObject] allow gpu skinning
plugin.js:188 [3DObject] shader mikal_frag_light-8 not found
The powerPreference option is currently ignored when calling requestAdapter() on Windows. See https://crbug.com/369219127
local.html:1 The powerPreference option is currently ignored when calling requestAdapter() on Windows. See https://crbug.com/369219127
runtime.js:1 [C3 runtime] Hosted in worker, rendering with WebGPU [nvidia/lovelace]
instance.js:1 Uncaught (in promise) TypeError: Cannot read properties of undefined (reading 'bindBuffer')
at Object3DInstance.Tick (instance.js:1:5086)
at Array._tickFunc (sdkInstanceBase.js:1:3226)
at C3.Event.Handler._FireNonCancellable (handler.js:1:2241)
at C3.Event.Dispatcher.dispatchEvent (dispatcher.js:1:970)
at C3.Runtime.Step_AfterPreTick (runtime.js:1:40202)
at C3.Runtime.Tick (runtime.js:1:38223)
at C3.Runtime.Start (runtime.js:1:19364)
at async C3.Runtime.Init (runtime.js:1:12312)
at async InitRuntime (workermain.js:1:3322)
Tick @ instance.js:1
_tickFunc @ sdkInstanceBase.js:1
_FireNonCancellable @ handler.js:1
dispatchEvent @ dispatcher.js:1
Step_AfterPreTick @ runtime.js:1
Tick @ runtime.js:1
Start @ runtime.js:1
await in Start
Init @ runtime.js:1
await in Init
self.C3_InitRuntime @ runtime.js:1
InitRuntime @ workermain.js:1
await in InitRuntime
HandleInitRuntimeMessage @ workermain.js:1
in this I notice it wants the frag light shader and GPU skinning on. when I enable those I get this error
[C3 preview] Browser opened wrong size popup: wanted 854 x 972, got 854 x 971; resizing to compensate
plugin.js:8 opts Object
plugin.js:171 [3DObject] allow gpu skinning
The powerPreference option is currently ignored when calling requestAdapter() on Windows. See https://crbug.com/369219127Understand this warning
local.html:1 The powerPreference option is currently ignored when calling requestAdapter() on Windows. See https://crbug.com/369219127Understand this warning
workermain.js:1 Uncaught (in promise) GPUPipelineError: The fragment input at location 0 doesn't have a corresponding vertex output.
at ValidateInterStageMatching (..\..\third_party\dawn\src\dawn\native\RenderPipeline.cpp:790)
at ValidateInterStageMatching (..\..\third_party\dawn\src\dawn\native\RenderPipeline.cpp:790)
I see you are already getting a lot of replies about the newest beta builds.
This is the one I am getting in Chrome. as for a test project it happens in a blank project with only a 3d object in it.
instance.js:1 Uncaught (in promise) TypeError: Cannot read properties of undefined (reading 'bindBuffer')
at Object3DInstance.Tick (instance.js:1:5086)
at Array._tickFunc (sdkInstanceBase.js:1:3226)
at C3.Event.Handler._FireNonCancellable (handler.js:1:2241)
at C3.Event.Dispatcher.dispatchEvent (dispatcher.js:1:970)
at C3.Runtime.Step_AfterPreTick (runtime.js:1:40202)
at C3.Runtime.Tick (runtime.js:1:38223)
at normal (runtime.js:1:3193)
So what is needed in SDK V2 for this to work?
secondary nodes seem to light weird. notice that when I export just one node (the sprockets here) they light fine on their own. any idea? (the turret is it's own object so is unrelated to the body) It must be related to my object as testing with the clerk model from your examples is fine. But I don't what property of my object could be influenced by the other nodes
I am getting an error and I am not sure what it means.
When I set the object source in C3 I get "error: gltf, unhandled bufferView, try exporting gltf without using sparse accessors"
The model loads fine on the tester sites. the error it gives me is "
0
UNUSED_OBJECT
This object may be unused.
2
/meshes/0/primitives/0/attributes/TEXCOORD_0
" But I Don't know what that means.
I uploaded the file I am testing if you wanted to look at it.
https://drive.google.com/file/d/1JPLh9YELbWTffP7mHefZT7v2FmyJtujR/view?usp=shari...
The proper term I was thinkning of is animation "blendtrees". My thinking is the "play animation" action could have a bone ID field. When the animation is played you can choose what bone(and that bones children) the animation is played on. You could for example apply a walk animation to the legs, and a punch animation on the torso/arms











Hello. I am having a bug it seems