Looks like you're not logged in

Login or Register to continue

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.

  • 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...? 8 1 Apr. 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. 4 0 Apr. 20, 2025
Site is in BETA!found a bug?