It's me again :/ when i'm spawning object as instances, the one with physics works fine, they fly or whatever but emitter also spawns a copy of them but without physics and they just stay there :/
Yeah if you look carefully in my video I ran into the same issue. I'm still looking for a fix to get around it. But it might be a bug in 0.3 it's self. I'll be making an update video when I find a fix for it.
I am having th Problem that, when spawning the spawning objects still an visual copy of the riged bodys remain at the spawn point, as if the had no physics, while while another copy interacts with as supposed. For example spawning an instance of a cube will actually spawn two cubes one with physics and one without.Still both rely on the spawn timer setting. I am not sure but I think i see the problem with your fire like spawn. I think the problem is instance itsef is handled like an an object on its own. look at the center there is still something not moving. Any idea how to get rid of it? As far as I see it is only possible to pawn every individual object out of the Spawn collection to avoid the additional duplicate which has the physics of the collection itself (not of the cube).
I have noticed it in some of my other projects as well. but I cant get it to happen in my test projects trying to figure out what's causing it. and when it happens in my other projects I cant figure out how to fix it. It maybe a glitch in upbge .30, and its random. I'm currently doing more tests to figure it out. thank you for you comment.
Hola, gracias por hacer este tutorial. Probé esto y no me funciona cuando en la colección hay Armature. Tengo creado un personaje y quiero que el Empty lo agregue, sale pero no funciona nada de lo que le programé, duplica la malla y se deforma como si se alejara del esqueleto. Podría hacer algún video con la solución par esto?
When spawning armatures you need to create a hitbox for the armature. You can create a cube then scale it to be about the size of the armature. then parent the armature to the cube. make sure that the armature mesh is set to no collision if you are using physics. then put the hit box and armature in a new collection. you can then add a collection group by pressing Shift + A then at the very bottom of the add menu select add collection instance. select the collection with the new armature and add it to the scene. this will make a instance that you can spawn. then hide it like normal and spawn it. this should fix the issue. if I find a video showing it I will link it in the next reply
@@loxaevion hey, still no working 😟. I tried what you told me but the same thing as before keeps happening. I'll keep looking. Thank for the help and taking the time to respond.
Yes, si one mesh. When I do everything you told me, 1st I hide the collection as you show in the tutorial, then Shift+ A, add collection instance, I hide it, I create an empty and add logic bricks (Always _and_Edit Object » The instance) I press play and the instance appears, but the mesh deform because doesn't follow the principal cube, also the armature does follow the cube but not all the bones playing the animation.
HI I don't mean to be repetitive but I want to simply spawn a coin to an empty when I press P to start the game. The game I am modeling is by Supergloop and he did a 5 course tutorial coin game before Blender changed their interface. If you could hep thanks. At your leisure!! I did try to find the answer myself including your video but no success. Thanks again.
no worries, If you are using upbge 0.3, add an empty and put it in your main scene collection. then make your coin. put the coin in a new collection, and name it something like spawnable's. then hide everything inside that collection. click on the empty and add an Always sensor, and click tap. then add a add object actuator, and select your coin. this will allow the coin to spawn once, as soon as you start the game. hope this helps!
@@loxaevion Thanks. I sure appreciate folks like you and others that help us 'newbies' with this stuff. I've been at this off and on for a few years, learned the old system but things change. Happy spawning!! You rock.
Thank you sooooo much for this!
It's me again :/ when i'm spawning object as instances, the one with physics works fine, they fly or whatever but emitter also spawns a copy of them but without physics and they just stay there :/
Yeah if you look carefully in my video I ran into the same issue. I'm still looking for a fix to get around it. But it might be a bug in 0.3 it's self. I'll be making an update video when I find a fix for it.
@@loxaevion thank you very much! One step at the time ;)
Does upbge have the object library? And if so can you save an object with a rig and logic bricks all included and drag and drop full assets for a game
Please make a video on terrain lod
Thank you 🎉
.
I am having th Problem that, when spawning the spawning objects still an visual copy of the riged bodys remain at the spawn point, as if the had no physics, while while another copy interacts with as supposed.
For example spawning an instance of a cube will actually spawn two cubes one with physics and one without.Still both rely on the spawn timer setting. I am not sure but I think i see the problem with your fire like spawn. I think the problem is instance itsef is handled like an an object on its own. look at the center there is still something not moving.
Any idea how to get rid of it?
As far as I see it is only possible to pawn every individual object out of the Spawn collection to avoid the additional duplicate which has the physics of the collection itself (not of the cube).
I have noticed it in some of my other projects as well. but I cant get it to happen in my test projects trying to figure out what's causing it. and when it happens in my other projects I cant figure out how to fix it. It maybe a glitch in upbge .30, and its random. I'm currently doing more tests to figure it out. thank you for you comment.
Hola, gracias por hacer este tutorial. Probé esto y no me funciona cuando en la colección hay Armature. Tengo creado un personaje y quiero que el Empty lo agregue, sale pero no funciona nada de lo que le programé, duplica la malla y se deforma como si se alejara del esqueleto. Podría hacer algún video con la solución par esto?
When spawning armatures you need to create a hitbox for the armature. You can create a cube then scale it to be about the size of the armature. then parent the armature to the cube. make sure that the armature mesh is set to no collision if you are using physics. then put the hit box and armature in a new collection. you can then add a collection group by pressing Shift + A then at the very bottom of the add menu select add collection instance. select the collection with the new armature and add it to the scene. this will make a instance that you can spawn. then hide it like normal and spawn it. this should fix the issue. if I find a video showing it I will link it in the next reply
@loxaevion Thanks! I'll try that. Than You for your time.
@@loxaevion hey, still no working 😟. I tried what you told me but the same thing as before keeps happening. I'll keep looking. Thank for the help and taking the time to respond.
One more thing, does your rigs mesh have multiple parts ? If so you can join all of the parts into one mesh then it should fix the problem.
Yes, si one mesh. When I do everything you told me, 1st I hide the collection as you show in the tutorial, then Shift+ A, add collection instance, I hide it, I create an empty and add logic bricks (Always _and_Edit Object » The instance) I press play and the instance appears, but the mesh deform because doesn't follow the principal cube, also the armature does follow the cube but not all the bones playing the animation.
Thanks for the tutorial , Can we not use the in built particle emitter in UPBGE ?
Nope
HI I don't mean to be repetitive but I want to simply spawn a coin to an empty when I press P to start the game. The game I am modeling is by Supergloop and he did a 5 course tutorial coin game before Blender changed their interface. If you could hep thanks. At your leisure!! I did try to find the answer myself including your video but no success. Thanks again.
no worries, If you are using upbge 0.3, add an empty and put it in your main scene collection. then make your coin. put the coin in a new collection, and name it something like spawnable's. then hide everything inside that collection. click on the empty and add an Always sensor, and click tap. then add a add object actuator, and select your coin. this will allow the coin to spawn once, as soon as you start the game. hope this helps!
@@loxaevion Thanks. I sure appreciate folks like you and others that help us 'newbies' with this stuff. I've been at this off and on for a few years, learned the old system but things change. Happy spawning!! You rock.
you saved me :D
sorry but when you name all of them cube it's hard to tell which cube (instance or original) you've chosen for the add object actuator :/
You want to add the intanced object not the original. Its also best to put the new instanced object in a new collection then make it invisible.
Idk why, but I got really upset when you said "main cube". IT'S DEFAULT CUBE! DEFAULT!
=o