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View Code? Open in Web Editor NEWDefold game engine documentation for www.defold.com
Home Page: http://www.defold.com/learn/
Defold game engine documentation for www.defold.com
Home Page: http://www.defold.com/learn/
not every page of zh manual on the website is the newest one here.
If you add a constant to a material (either a vertex or a fragment constant), define it in your shader, but do not use it in your shader, when you try to access it with either go.get() or go.set(), you get an error:
'<url>' does not have any property called '<constant name>'
This is pretty confusing, so I think a note about it should be added to the manual.
third line:
https://defold.com/manuals/bob/
It would be nice to have a kind of a list for reserved words.
My situation:
msg.post(target, "set_light")
returns:
Field position not specified in table
Task (REQUIRED):
We don't have in documentation any info about functionality was implemented in this PR: defold/defold#7802
Expected outcome (REQUIRED):
This info should be added somewhere in our documentation. Maybe it fits for LiveUpdate https://defold.com/manuals/live-update/
It is not clear from https://defold.com/manuals/factory/ that go.property
can not accept a value computed at a run time as a default value.
Please add description of what default values can be and what types are currently supported.
Hello Defold
after updating the run command doesn't appear when I right click to run, its not there
May I ask what happened? I see that there is little translated material, and this one has been translated for a long time.
While going through the tutorial, I encountered this issue (https://forum.defold.com/t/cant-find-hero-json-for-runner-tutorial-solved/69559/5) which is marked as solved but it actually isn't. The problem occurs because the tutorial page specifies adding the spine dependency https://github.com/defold/extension-spine/archive/main.zip
, but the dependency in the project file in the repo has been changed to reference https://github.com/defold/extension-spine/archive/refs/tags/2.13.0.zip.
Would it be possible to update the documentation to reflect this change please?
Thanks
Documentation
Examples
After trying to launch Scroller tutorial a rendering deformation of game objects was detected:
Planets sprites are misplaced and spaceship sprite is shattered and changes its appearance every frame.
Spaceship and planets atlases and game objects look normal in editor, deformation only shows in runtime.
After downloading and running another tutorial project the same deformation was detected. After trying to build the project for Linux and launching it the deformation wasn't gone
Hardware: Laptop with AMD Athlon 300 and AMD Vega 3 graphics, 8GB RAM
Software: Linux Kubuntu 20.04 with X.Org display server and OpenGL 4.6 Mesa 20.0.4 driver
Defold version 1.2.168, build date 2020-04-28
Given recent events, Unity developers will want to try alternative engines. I suggest writing a short introduction to Defold for Unity developers to help them get started faster.
Similar to the https://defold.com/manuals/flash/ page or to
Gamefromscratch's https://www.youtube.com/watch?v=_L711ozxQbw video.
https://defold.com/manuals/message-passing/#messaging-between-game-worlds
Hard to understand where is "level" because at image 2 elements have same name. I propose to rename not important part of image - game object from "level" to "floor". This makes easier to understand this part of manual.
If you delete a game object with a playing Sound or ParticleFX component, the sound/effect will continue until its playback ends, even though it was theoretically destroyed. Maybe this is already written somewhere, but a brief search in the API ref and manuals for Sounds and ParticleFX did not turn up anything.
This caused a bit of confusion in this thread: https://forum.defold.com/t/collection-proxy-doesnt-reset/53986
The manual section on Application lifecycle - The update loop is missing certain steps, and the order of operations appears to be described incorrectly in the page text.
The following description is based on this repro case project: https://github.com/redoak/defold-message-dispatch-order
I have this simple structure in the project.
main collection:
go: script
go: gui + gui_script
go: collectionproxy + script
go: script
go: gui + gui_script
Each script and gui_script implements init
, final
, update
, fixed_update
(only in script), on_message
, and on_input
. Each function posts a message to "#"
in order to see when the message is dispatched and handled. I didn't implement `fixed_update for gui_script, since I suspect that's not supposed to be supported (see #8524).
This is the order of operations I see, with Defold version 1.6.3:
main: script and gui_script init
main: message dispatch
proxy: script and gui_script init
proxy: message dispatch
main: script + gui_script on_input
proxy: script + gui_script on_input
proxy: message dispatch
proxy: script update
proxy: message dispatch
proxy: gui_script update
proxy: message dispatch
proxy: script fixed_update
proxy: message dispatch
main: message dispatch
main: script update
main: message dispatch
main: gui_script update
main: message dispatch
main: script fixed_update
main: message dispatch
proxy: script + gui_script final
proxy: message dispatch
main: script + gui_script final
main: message dispatch
Interestingly, even though I load, init and enable the collectionproxy during init, no input will be passed on to the proxy on the first frame. It seems like a bug to me, but I don't know. Either way, it's unlikely to ever really matter.
Manual inaccuracies:
on_input
and update
is not shown in the graphic or mentioned under Input.I haven't looked at when these are received/called:
On a side note, to make the three images on the page easier to edit, and make their content show up in searches, perhaps they could be replaced with text. It would be fairly easy to recreate the same 3-column layout with markup tables (if that's desired). If you want to keep the iconography, and you are able to display emojis, you can use emojis such as ✉️ and 🏭.
As a defold newbie, I was looking to see how to make my primary game object spawn bullets and came across this stub:
https://github.com/defold/doc/blob/master/docs/en/manuals/spawning.md
It doesn't seem like a complete doc, and is not referenced from https://github.com/defold/doc/blob/master/docs/en/en.json
I have a feeling its been left in by mistake, but would be a great manual to have for newcomers! I don't know enough yet to contribute a doc completion (yet :D), but wanted to report it!
The mobile development app: https://defold.com/manuals/dev-app/#launching-your-game
"Select Project ▸ Build And Launch to run the game" - there is no such button, see the screenshot https://puu.sh/Fee7V/9cfcb55c52.png
Add detail description for anisotropic filtering (Max Anisotropy) property, to docs material manual - sampler section.
Add Defold editor preferences detail for all 3 tabs: General , Code & Extensions explaining each option.
To ( Getting Started > The Editor ) - ( https://defold.com/manuals/editor/ )
When looking at the types of script properties available, I'm not seeing a bool.
https://defold.com/manuals/script-properties/#defining-a-script-property
Yet, as I understand, they are available.
Comes from discussion in discord https://discordapp.com/channels/250018174974689280/954383800840892426/1210289747931566120
https://discordapp.com/channels/250018174974689280/817015305632874528/1210523837201121280
Repro steps:
Two kinematic collision objects (A and B) are placed 2 pixels away from each other. Trigger collision circle with a diameter of .01 moves from A to B.
Expected order of enter and exit messages:
Actual order of messages:
The L in Alpha is uppercase:
https://defold.com/manuals/project-settings/#clear-color-alpha
https://defold.com/manuals/material/
In Typora, it looks fine:
I've removed the line break in the hopes that will get it to render properly on the defold docs site:
diff --git a/docs/en/manuals/material.md b/docs/en/manuals/material.md
index f207477..58950d7 100644
--- a/docs/en/manuals/material.md
+++ b/docs/en/manuals/material.md
@@ -69,7 +69,9 @@ CONSTANT_TYPE_NORMAL
CONSTANT_TYPE_USER
: A vector4 constant that you can use for any custom data you want to pass into your shader programs. You can set the initial value of the constant in the constant definition, but it is mutable through the functions [go.set()](/ref/stable/go/#go.set) / [go.animate()](/ref/stable/go/#go.animate). You can also retrieve the value with [go.get()](/ref/stable/go/#go.get). Changing a material constant of a single component instance [breaks render batching and will result in additional draw calls](/manuals/render/#draw-calls-and-batching).
-<br>Example:
+
+Example:
+
```lua
go.set("#sprite", "tint", vmath.vector4(1,0,0,1))
Should I open a PR for this? I will make the change to the same page on other languages.
Line 52:
As an example, if you add this to your custom
editor.scss
stylesheet in.defold
folder in user home:
Line 100:
The main font is defined in a root element which makes it quite easy to replace the font in most places. Add this to your
editor.scss
:
These editor.scss
should be written as editor.css
.
When clicking on a link that leads to the API reference documentation I would like to navigate directly to the page section for that function.
When the link in the search result is clicked new page is opened. The page shows list of the functions. User has to click on the function name again, or scroll down.
The link is https://defold.com/ref/stable/go/?q=go.animate
When the link is clicked the opened page should show the method.
Expect the link to be: https://defold.com/ref/stable/go/?q=go.animate#go.animate
From https://github.com/defold/doc/blob/master/docs/en/manuals/ios.md:
"This provision file can be used together with your code signing identity to sign apps in Defold for one week, for one device. There is no way to add additional device UDIDs to this generated provisioning profile."
Not really. I was able to register 3 devices and maybe could have even more. I was not able to figure out how many devices the free profile supports, but I think it's 100, just like with a paid account.
Hi there,
I noticed there is no "Shader" section on the Project Settings page https://defold.com/manuals/project-settings/
Have a nice day!
3rd command 'npm install' should be 'npm install gulp -g'. isn't it?
https://github.com/defold/doc/blob/master/docs/en/manuals/properties.md
for example Sprite
but in manual
There is a noun error in zh glossary:
zh/glossary.md ParticleFX “例子” -> “粒子“
This change have no description in documentation
defold/defold#4170
https://defold.com/manuals/writing-code/#using-an-external-code-editor
The Defold community has created auto-complete plugins for popular editors such as Atom, Visual Studio Code and Sublime. In addition to these there is also API reference packages for Dash and Zeal.
"Atom" link redirects to "Sunsetting Atom" post.
"Visual Studio Code" shows "404".
When you play the runner game, it appears that sometime when you jumop, you catch onto the platforms, even though you appear to be above them and should not. This appears to be due to the fact that the spine animation appears to jump higher than the collision box. I have recorded a short clip with Physics debugging enabled to show the problem. This is taken from the finished game which was downloaded from GitHub.
https://youtu.be/UVI3ggu33C4
In my test project you can see the same issue, but I have placed a small red box where the GameObject origin is, which seems to indicate that it's the animation that's out of position.
Is there anything that can be done for this?
I guess it's used for gui clipping. Should be mentioned in the manual
It always links to https://defold.com/manuals/debugging-game-logic/#running-the-debugger
while I want it linked to https://defold.com/[language]/manuals/debugging-game-logic/#running-the-debugger
for example: https://defold.com/zh/manuals/debugging-game-logic/#running-the-debugger
I want to translation tutorial to chinese.
If i can, what's the folder name?
( I think zh-cn
is right )
The link on the download page for Windows results in a 404 with the following text:
Code: NoSuchKey
Message: The specified key does not exist.
Key: archive/editor-alpha/dc0725b3f70d22c8e0b1ad09bfd5f4f233d7fb0f/editor-alpha/editor2/Defold-x86_64-win32.zip
RequestId: CJ2H4SJF1R4CNAH8
HostId: V/NLDEqF31ql4e9Gfxu2g4EKqBcs9fHvYvC44QjPhjkpmr5HpOf/7nAKoj8AqO8Gzm05DFBS4lo=
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