Use this space for questions related to what you're learning. For any other type of support (website, learning platform, payments, etc...) please get in touch using the contact form.
The moving platform trips the end_marker == null condition when scene is runBrain Siege GameworksI've gone through the tutorial but when I test, the moving platform does not activate, despite the exported bool is_active being true. I need to activate it manually through setting it in _ready() Not exactly sure why this happens but it seems like it's not initializing properly...?81Apr. 10, 2025
My solution to draw a preview of the moving platform's targetbreakable-otter**Spoiler alert!** If you want to solve this on your own, you should stop reading now.
Hey, just sharing what I did - maybe there's a better or easier way but this one seems to work fine:
All the changes are in the moving platform script.
First I grab a reference to the platform geometry and declare a var of the same type for the preview:
```gdscript
@onready var _csg_box_3d: CSGBox3D = %CSGBox3D
...
var _preview: CSGBox3D = null
```
Then, in `_process()`, I just instantiate the preview if necessary and set its position to the Marker's position:
```gdscript
func _process(delta: float) -> void:
if end_marker != null and Engine.is_editor_hint():
if _preview == null:
_preview = _csg_box_3d.duplicate()
add_child(_preview)
_preview.material = _preview.material.duplicate()
_preview.material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
_preview.material.albedo_color = Color(_preview.material.albedo_color, 0.25)
_preview.global_position = end_marker.global_position
```
Note that the material gets duplicated so that the changes to its transparency don't affect the original platform.40Apr. 20, 2025
Lesson Q&A
Use this space for questions related to what you're learning. For any other type of support (website, learning platform, payments, etc...) please get in touch using the contact form.