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Godot tours 101 does not advance after clicking play button #4

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cmbernard333 opened this issue Dec 28, 2023 · 4 comments
Closed
1 of 2 tasks

Godot tours 101 does not advance after clicking play button #4

cmbernard333 opened this issue Dec 28, 2023 · 4 comments

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@cmbernard333
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cmbernard333 commented Dec 28, 2023

I'm submitting a...

  • Bug report.
  • Feature request.

Bug report

What is the current behavior?

Clicking the play button in the Godot Tours 101 app does not cause the checkbox to fill so there is no way to advance to the second step.

What is the expected behavior?

Clicking the play button in the Godot Tours 101 fills the checkbox so the second slide can be advanced to.

Tell us the steps to reproduce the bug, and if possible share a minimal demo of the problem.

  1. Load Godot Tours 101 in Godot Editor 4.2.1
  2. Advance to the "Try the Game" step.
  3. Click the play button to start the game.
  4. Play the game.
  5. Close the game with F8 or close button.
  6. The checkbox to advance to the second step does not highlight.

Feature request

Describe the problem you're trying to solve.

Tell us which solutions you've explored, the solution you would pick, and why you think it would be the best for everyone.

Other

Other information

  • Windows 11 Pro 64 bit
  • Godot Editor 4.2.1
  • Version 1.0.0 of Godot Tours project.
  • Godot Engine v4.2.1.stable.mono.official.b09f793f5 - https://godotengine.org
  • Vulkan API 1.3.260 - Forward Mobile - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 4070
Godot.-.Recording.2023-12-28.103321.mp4
@NathanLovato
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You need the standard edition of Godot to run Godot tours. It doesn't work with the .NET edition. We mention this on both repositories and on our website below the 101 tour's download button:

image

@cmbernard333
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Thank you for the quick response. Is there a reason for that? I’m new to godot, but not new to C#. Trying to get a lay of the land.

@NathanLovato
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I don´t know the exact reason at the moment. In the .NET version, somehow, we can't reliably poll the editor for some state changes, which is the approach we've chosen for this framework. We could instead use signals and that should work for the .NET editor, but given that:

  • It could be quite a bit of rework, and we can't afford it now.
  • There's a planned merge of C# support into the standard editor, to have a single edition of the Godot editor in the future, so this work would be temporary.
  • And generally the next step for us is to make this tech to run in the browser, where people will have a consistent experience (we could link them directly to a specific version of Godot in the browser).

I've decided to not support the .NET edition myself. If someone looked into it and could made sure everything works smoothly and reliably across Godot editions, I'd gladly take the contribution. I just can't spend the time myself now, as we have many deadlines lined up until August 30, 2024.

@OmnesPotens
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@NathanLovato I believe this still works with the .NET version of Godot on 4.2.1 with some modification. See this issue: gdquest-demos/godot-tours-101-the-godot-editor#4

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