From what I understand, if I want to have an object be rendered in the scene I need to put it inside the N64 layer, childed under 'Sub Viewport', but if I want to do this with a character controller, it removes the ability to turn the camera.
I'm assuming I need a way to render the layer onto the player camera, but I'm not sure how I'd go about doing this.
I'm new to Godot so this might be a really simple fix and I'm just missing it.
I think the fix is mainly to have your world scene as a child of the subviewport. The subviewport is basically a texture, and it wont display to anything unless you assign it to display to something. You do this by putting as a child of a subviewport container node. However, the subviewport wont have anything to display unless it has a camera as a child. So make sure to put the entire world scene as the child.
If that doesnt fix anything, make sure the subviewport container is not eating mouse inputs. Since the container is a control node, it will likely automatically take all mouse inputs and not pass them down. Just mess with the option highlighted in the picture until you hopefully get it working!
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Really cool tool! But I'm having a few issues.
From what I understand, if I want to have an object be rendered in the scene I need to put it inside the N64 layer, childed under 'Sub Viewport', but if I want to do this with a character controller, it removes the ability to turn the camera.
I'm assuming I need a way to render the layer onto the player camera, but I'm not sure how I'd go about doing this.
I'm new to Godot so this might be a really simple fix and I'm just missing it.
did you figure out a fix?
i did not unfortunately
I think the fix is mainly to have your world scene as a child of the subviewport. The subviewport is basically a texture, and it wont display to anything unless you assign it to display to something. You do this by putting as a child of a subviewport container node. However, the subviewport wont have anything to display unless it has a camera as a child. So make sure to put the entire world scene as the child.
If that doesnt fix anything, make sure the subviewport container is not eating mouse inputs. Since the container is a control node, it will likely automatically take all mouse inputs and not pass them down. Just mess with the option highlighted in the picture until you hopefully get it working!
thanks!
this is quite epic. i might make a use of it, like a first person game most likely.