Ashley's Recent Forum Activity

  • Does it work if you disable WebGPU? If so it might be a graphics driver bug - check for updated drivers and install any available system software updates.

  • Without knowing more and relying only on guesswork, I'd speculate that this is a browser bug then - presumably the browser has got stuck since if Construct actually started loading and then encountered some kind of error, something should have been logged to the console.

  • Maybe it is worth considering to make the C3 editor extendable by 3rd party developers instead.

    The problem is, stated like this, and to do a good job of it, is an absolutely huge, open-ended project with some pretty nightmarish maintenance considerations. For example in my view to do this properly, we'd need to expose to addons the entire editor UI library, such as tree controls, list views, data tables etc. so editor addons can make use of the same look-and-feel of the rest of the editor and not have to reinvent the wheel for things like a custom editor window with a tree view in it. Every API that addons can use then obligates us to effectively support it forever to avoid breaking backwards compatibility - especially as breaking something that causes the editor to crash on startup has a far higher impact than something that crashes the runtime on startup. In the long-term that can then become a drag on our ability to upgrade the core editor features.

    We could bypass that by just giving addons a window to put any old HTML in, but then you likely end up with a bunch of ugly addons with janky looking UI. Implementing quality user interfaces is actually extremely difficult and a great deal of work, and I don't think it's realistic to expect addons to do that for each and every addon. There are also likely going to be complicated compatibility problems anyway - the editor is designed to support only the built-in UI, and is not designed to handle arbitrary HTML injected by addons. There may well be glitches and bugs that happen because an addon inserts some HTML or CSS that does not integrate with the editor. People then assume it's our responsibility to fix such things, which ends up being a nightmare. HTML and CSS also don't have much in the way of encapsulation - although it's better now than it was a few years ago - and so we risk ending up in an SDKv1 type situation with regular breakages as future Construct updates change things.

    Then if you want to go in to further specifics, like customizing the Layout View, integrating with the undo system, etc. then you open further cans of worms with compatibility, API design and so on.

    So on that basis I would say rather than making an editor system to allow others to implement a 3D editor view, it is actually significantly less work and much easier to support for us to just implement the 3D editor view ourselves.

    Other than that, a better approach is to figure out what the smallest possible set of editor features you'd need to have fairly good flexibility for some useful editor features, and request that. For example to address the specific problem of being able to import complex content to the editor, like Spriter animations, we built the Custom Importer API with methods like AddDragDropFileHandler (see the customImporterPlugin sample for a demo). It is far more feasible to support specific cases like that than go for a whole open-ended editor addon system.

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  • Just choose the Android or iOS export options. Cloud building the entire app is only supported for Android at the moment - with iOS you'll get an Xcode project that you need to build yourself.

  • The first 'Read text' action attempts to read a file named just "GameData". You should put the full filename there as well, e.g. if you intend to read "file.txt" from subfolder "GameData", then the folder path parameter should be "GameData/file.txt". It looks like you put the filename inside the file tag parameter, but the file tag is just used to identify operations and has nothing to do with the filename - much like AJAX tags are only used to identify operations and have nothing to do with the URL.

  • Construct should be logging something to the console if an error occurred. Perhaps it's a network issue, in which case you may need to look in the network tab (you'll probably need to reload to capture network requests while loading).

  • I just want to point out that Construct already has a real-time 3D view in the editor - drop in a 3D shape and scroll around, and you can see you have a 3D view there. It doesn't however have a free look camera. That's a fairly significant amount of work to implement, but it's doable.

    Once you do something like a 3D view in the editor, I assume there will naturally be a lot of follow-up feature requests that will amount to implementing a significant portion of a 3D engine. That is also possible, it's just a great deal of work.

    We've so far avoided going too far in to 3D features so we don't spread ourselves too thinly - making a quality 2D tool has for many years been more than enough work, and there's already years of further work submitted as feature requests. We wouldn't want to spend years working on advanced 3D features while the rest of the editor was lacking the basics, or was full of bugs and limitations that were neglected in favor of shiny 3D stuff - that would overall be to the detriment of the product. Despite that, we have still gradually done a bunch of 3D features already, including Z elevation, 3D mesh distortion, 3D camera, 3D shape, and even 3D audio playback. With those we took the time to ensure we did a good job, carefully considering the design, ensuring they integrate nicely with other features, dealing with bug reports, doing follow-up feature requests, optimizing performance, etc.

    However Construct is a pretty mature product now. Perhaps risk the rest of the product suffering or getting left behind is not that significant a concern any more. So perhaps we could more seriously consider doing more work on 3D features. If that's of interest to you, then I'd suggest filing feature requests the usual way, as it helps us gauge the interest relative to other features, and especially which particular things to work on next. For example which is more important: a 3D editor view, 3D physics, 3D collisions, 3D particles, 3D models, 3D lighting, or something else? There's years of work to be done there, especially if it's to be done to the same quality as the rest of the engine, so just choosing what the next single thing should be is a significant decision too. Let us know what you think!

  • The Steamworks plugin documentation has a section on using Steam Cloud.

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  • The Pin behavior mostly exists for backwards compatibility, and because hierarchies don't support the 'Pin at distance' mode. However for most purposes hierarchies should be used instead. For this reason the Pin behavior is listed in the superseded features section of the manual.

  • You can file an issue if you can reproduce the issue by filling a new empty project with dummy content.

  • Getting all instances in the editor isn't currently supported. Nothing else needs it, and it's not clear for what purpose you'd need it in the editor. You can however access all instances at runtime.

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Ashley

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