If you get an error when activating the plugin, just restart the engine. I'm interested in seeing where this plugin is used. Send me a message, so that I can check your project out:)
Unable to load addon script from path: 'res://addons/multimesh_scatter/plugin.gd'. This might be due to a code error in that script. Disabling the addon at 'res://addons/multimesh_scatter/plugin.cfg' to prevent further errors.
This is insanely useful thing for anything level layout and decorations related!!! I would definitely use it when I switch to 4.0, for now I prefer sticking to stable 3.5 version.
Greetings again. I've backported this to 3.5. You can find it here: github.com/arcaneenergy/godot-multimesh-scatter/tree/3.5 I will also publish this in the asset library, which will be available in roughly 2 days.
hi! i think the big 4.0 update might have caused issues with this addon. i've repeated the steps in the video but it seems like it's not working anymore.
Haven't found a issue (Godot 4.0 stable). Make sure you setup everything correctly. If you think you found a problem with the plugin, you can open a issue on GitHub
My only problem with this addon is whenever you pause or unpause the game, it recalculates the all of the mesh's positions, instead of just calculating at runtime. This will cause a big lag spike (if you have a lot of meshes). Another result of this is that if the player or some movable object is inside the multi mesh scatter, it will consider the player part of the terrain, and put the meshes on top of the player. If your game doesn't have a pause function, you can also test this with [win + shift + s].
@@ArcaneEnergy You're right, and I will do that, but your missing the point - when you pause/unpause the game, the multi mesh scatter recalculates all of the mesh's positions, which can lag the game. Shouldn't it just calculate in the editor and then keep it there in game?
You can go in the MultiMeshScatter code and remove the _notification function. That's probably where the bug comes from. Though you won't get updates when moving the node. To get updates, you'll have to change the values in the inspector
No. MultiMeshes only draw to the screen, they don't have collisions. To add collisions you can create e.g. a StaticBody and add your collision shapes to it
Since this tool is a MultiMeshNode, the objects placed are only visual. To add physics interactivity, like collisions, you can add a StaticBody to the scene and place several CollisionShapes fitted to the objects that are scattered from the MultiMesh. This may work, but it is not a good solution, because 1) you have to add the CollisionShapes manually and 2) once you change parameters on the MultiMesh Scatter node, you will need to move and resize the CollisionShapes. Therefore, this tool is great for placing lots of grass or foliage in the scene, but not so much for physics objects (like rocks or trees). You could also calculate and place the CollisonShapes via code, but there are currently no plans on updating this plugin.
The bad thing is that the size of this tool can't be more than 100 pixels, and copying via Ctrl+D seems to cause some bugs. This tool is useless for me.
Ahaha this is perfectly timed. I wanted to make an effect where a bunch of bugs crawl over terrain. Thanks for making this!!
Thank you! This will help me a ton when creating a forest!
Thanks, appreciate it!
Can u activate collisions in it?
If you get an error when activating the plugin, just restart the engine.
I'm interested in seeing where this plugin is used. Send me a message, so that I can check your project out:)
Unable to load addon script from path: 'res://addons/multimesh_scatter/plugin.gd'. This might be due to a code error in that script.
Disabling the addon at 'res://addons/multimesh_scatter/plugin.cfg' to prevent further errors.
This is insanely useful thing for anything level layout and decorations related!!!
I would definitely use it when I switch to 4.0, for now I prefer sticking to stable 3.5 version.
This could probably be easily backported to 3.5. I will create a branch for 3.x.
Greetings again. I've backported this to 3.5. You can find it here: github.com/arcaneenergy/godot-multimesh-scatter/tree/3.5
I will also publish this in the asset library, which will be available in roughly 2 days.
@@ArcaneEnergy Thanks!
Awesome work ! tyvm for this addon which will greatly help the godot community.
This is perfect you are the best!!!!! If anyone wondering , it is working with Hterrain plugin
Nice, good job.
What's in 'advanced' options? Collisions perhaps?
Custom seed for the placement and a "Show debug area" toggle to display a bounding box around the placement area
Not working on an imported fbx mesh being used as a terrain....
hi! i think the big 4.0 update might have caused issues with this addon. i've repeated the steps in the video but it seems like it's not working anymore.
Thanks for the hint, I'll check it later
Haven't found a issue (Godot 4.0 stable). Make sure you setup everything correctly. If you think you found a problem with the plugin, you can open a issue on GitHub
@@ArcaneEnergy I'll try it some more then 👍
I believe you are using some kind of noise / hight map. can you add feature for custom map.
My only problem with this addon is whenever you pause or unpause the game, it recalculates the all of the mesh's positions, instead of just calculating at runtime. This will cause a big lag spike (if you have a lot of meshes). Another result of this is that if the player or some movable object is inside the multi mesh scatter, it will consider the player part of the terrain, and put the meshes on top of the player.
If your game doesn't have a pause function, you can also test this with [win + shift + s].
Put your objects in different layers
@@ArcaneEnergy You're right, and I will do that, but your missing the point - when you pause/unpause the game, the multi mesh scatter recalculates all of the mesh's positions, which can lag the game. Shouldn't it just calculate in the editor and then keep it there in game?
You can go in the MultiMeshScatter code and remove the _notification function. That's probably where the bug comes from. Though you won't get updates when moving the node. To get updates, you'll have to change the values in the inspector
@@ArcaneEnergy Thanks bro 🙏
When I try to cover a sphere completely with meshes, it covers only half of it. Great and frustrating tool at the same time...😢
is there any way to make collisions work with it?
No. MultiMeshes only draw to the screen, they don't have collisions. To add collisions you can create e.g. a StaticBody and add your collision shapes to it
can you go more into detail about this?@@ArcaneEnergy
Since this tool is a MultiMeshNode, the objects placed are only visual. To add physics interactivity, like collisions, you can add a StaticBody to the scene and place several CollisionShapes fitted to the objects that are scattered from the MultiMesh. This may work, but it is not a good solution, because 1) you have to add the CollisionShapes manually and 2) once you change parameters on the MultiMesh Scatter node, you will need to move and resize the CollisionShapes.
Therefore, this tool is great for placing lots of grass or foliage in the scene, but not so much for physics objects (like rocks or trees). You could also calculate and place the CollisonShapes via code, but there are currently no plans on updating this plugin.
Ah. Okay. Thank you for clarifying. @@ArcaneEnergy
I tried to add a mesh wirh collision shape but the player is not colliding with it. Anyone knows why?
Collisions are not supported. This plugin is better suited for foliage (e.g. grass, flowers, etc.)
It is a very useful plugin, but I cannot activate collisions in it, I am trying to make a forest type map, and in the configurations it is impossible.
Yes its unfortunately not possible and there are no plans for adding it. This plugin is good for e.g. vegetation (grass, etc.)
Thanks for the quick response, for a moment I thought I was the only one who couldn't do that, I don't feel so useless anymore hahaha
Really good.
Impressive
The bad thing is that the size of this tool can't be more than 100 pixels, and copying via Ctrl+D seems to cause some bugs. This tool is useless for me.
works, but not with my terrain for some reason
nevermind it works, just didn't show it in editor, but ingame it works
Cool