That's sounds to me like the basic operation of frustum culling (which is true by default). So it's an engine feature.
Pixel Rebirth
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Hey!
Since the latest update your imported model can be completely excluded from picking by setting the property "Pickable" to false;
But you're right to assume that an imported model with different meshes can currently not be altered separately.
I just noticed a related issue with picking against imported models. For submeshes it will actually return NaN and therefore won't be really useable. It's clearly something to think about for the next little maintenance update.
With the addition of a general mesh visibility action your suggestion would become fully feasible.
May I refer you to the following topic: https://itch.io/t/5595165/how-does-the-skybox-work
You will have to edit the texture itself for any change in color. Skyboxes are a special case and you cannot simply set a diffuse color to tint them.
Although I've recently learned that using PBR material (the plugin uses standard materials everywhere) with the skybox gives you the option to tint via albedo color. So that might come into play at some point.
Hi there!
Always cool to see actual games being made using the plugin. I'll be sure to check it out!
Number of lights that can be used with Babylon.js actually depends a bit on your hardware, but usually is realistically around 9-10 lights at the same time. You can check this forum post for more info on that: https://forum.babylonjs.com/t/light-material-limit/17391/7
Are you already using raypicking in your project? Cause that seems to me what you're asking for when referring to "laser". Let me know if I'm misunderstanding, but picking by ray is already very much available.
I get a feeling you missed the part where it says "Please DO NOT attempt to use this plugin as a substitute for an actual dedicated 3D engine." as you appear to be quite ambitious with your project.
There is no LOD support in Baby 3D and if you're aiming to make a bigger open world style game you definitely shouldn't use this plugin.
Surely there are things you can do like instancing and implement a system that hides (makes invisible) parts of the world that currently cannot be seen. I'm talking event work here not direct plugin features.
In any case please do not be overambitious right out of the gate when the plugin hasn't even reached 1.0 yet.
Oh, I see. Skinned meshes don't behave correctly anymore when scaled inside Babylon.js.
It appears I can fix this by using a transform node instead of scaling the model directly. Which I'm looking to add to the next update planned for later this month.
If you want to circumvent the issue for the time being you can add "scene.skipFrustumClipping = true;" at around line 376 in the runtime.js file of the main plugin.
With the little bit of information given I would suspect there to be something wrong with the normals of the model or its export in general.
Is this a model you made or is it downloaded from somewhere? Did you further edit the model and export it again? Which format is the model?
Would be best for me to test myself. So if you can provide the capx or a link to the model please do so.
Hello, nice to hear from you!
To be honest you seem a bit overqualified to waste your time on contributions to this humble plugin suite. In general I'm not opposed to outside additions if they can be integrated with the existing stuff properly.
Not sure if you have anything particular in mind already or you're just spitballing. In any case you may contact me via discord (.pixelrebirth) if you feel so inclined.
If you used the "Create decal" action with correct parameters it should work.
You need to provide a UID of a Baby3D mesh first which is the one the decal will be applied to. Then select a tiled background object that serves as decal texture.
X, Y, Z are usually used with expressions from picking actions.
What's definitely not working properly are the normals in many cases which is why the decal may appear smeared at certain angles. It's on the todo list.
When you see something saying "mesh.rotation.x/y/z" that's where rotation is applied.
It's true that beyond the automatic rotation around Z (actually Y axis in Babylon.js) depending on the C2 object angle an imported model can currently not change X/Y(Z) rotation. However these rotation options will be in the next update.
You can open any c2addon file as it's just a renamed .zip archive and see the plain javascript files therein.
Unless you already have a fairly good grasp of the Construct 2 SDK and also fair knowledge of Babylon.js I wouldn't immediately get into developing your own plugin that's supposed to work within the Baby 3D plugin suite. It's far from a novice task.
However you can of course study the plugins and behaviors provided and see how things are set up and ultimately learn how to change and expand things yourself. No doubt.
Just please don't expect me to provide detailed guidance in such matters.






