This tutorial is gold. I tried to implement a stove with burning wood and I honestly I really believed that I could do that making multiple stove with the same script. Thanks GOD I found this life saving tutorial!
Only halfway through the video but I gotta say this tutorial is top notch my man. I was pulling my hair out trying to get this stuff working but you've clarified so many things for me.
I almost never comment on videos. I want you to know that this playlist has been extremely helpful to me and has put me on a path to actually completing my game. Thank you so much
Amazing tutorial! I just implemented the basics for my own interaction system, but was not 100% happy with the result. I also tried to make it as flexible as you, but it had a few unplanned limitations in the end. Your approach is way more elegant, I like it. Also there were some subtle mentions in this vid, that helped me to understand some of Godot's structure and how to best work with it better! Thank you so much and keep up the great work!
I was just adding interactive objects to my first real project - my method starts similar to yours, with a RayCast3D, but I was using Groups to check for interactable items... using nodes as classes is a much better way of doing it, and matches what I'm doing with my player's stats and state machine too!
Fantastic, Im watching while at work lol, Cant wait to get home and try this out. this is the reason I started this playlist, I had a 3d scene with a little dude wandering about, and looking online all the things for switches and signals were mental, wanting global scripts with lists of items for interaction and all kinds of crazy, This is exactly what I wanted, assign a button to an object, and have the button do stuff with the object..
lol just found your channel like 2-3 days ago and was translating all the interaction stuff from godot 3 video to my 4.2 version XD could of just clicked on your channel to find this updated one smh either way im gonna watch it!
Thanks for the video) Was going to make exactly such interactions, except that I was planning to have multiple "features" of objects, one of which would be "Interactable".
6:00 So I'm a bit confused about the mesh thing. I have models that I've made in blender but can't seem to use them as meshes for my static body. I've tried both gltf and glb files but when I import them they turn into 3DNodes and need inherited scenes
The easy method (which I used) is to open the gltf as an inherited scene, copy the mesh instance and paste it in your scene. An even easier solution is to just drag and drop the gltf in your scene.
5:58 i added the if collider is Interactable: line but now it wont show any prompt messages but it wont work without the line im on 4.2.2 is that why it no longer works?
can you please check if you set the raycast to ignore its parent. Because in most cases, it turns out that the raycast is constantly detecting the player's collisionShape, hence no prompt message. This setting might be different for 4.2.2, I'm not sure.
Thank you for your tutorial. The textures in your videos look amazing. Do you create them yourself? Could you please share your workflow? How do you create the normal maps?
I'm glad you like them! Yes, I make them using Gimp and Krita. I hand paint all the textures and roughness map. For the normal maps, I draw the depth map (black is deep, white is shallow) and use the normal map filter in Krita to generate the final result.
CharacterBody vs RigidBody collisions tend to be that way. I haven't found an all-in-one fix for it, but depending on your game, you can make both the player and the object be either both rigidbodies or both characterbodies. You can also try the Jolt physics plugin but I'm not sure if it'll fix the issue.
My game immediately crashes whenever I lok at any non-interactable object once I input the code from 7:23, the replacement of interact with collider.prompt_input. I got no clue on ohow to fix this, pls help also, the game just crashes whenever I press on any surface that isnt interactable
I have just decided to copy and paste your code to not bother with the headache, thabk you for the video and everything tho, once I open my pc I will tell the error message
In the world I have created interaction with a friendly monster and player with a dialogue, but I have a problem, how do I make it so that when I press the button called yes in the dialogue, I want a function of the script (child node) of another scene (battle) to be activated, how do I make a function that I have created in that script (child node) be activated?
In the dialogue editor, add a SignalNode in your dialogue, connect the dialogue signal function of the dialogueBox to the function you want to run. Hope this helps! If not, I'm here to help
@@NagiDev Hello, I want to know if this method works, auto loading script, name Game signal activar_picapica_global func activar_picapica(): activar_picapica_global.emit() print("Activando picapica") script, name is ui extends Control var picapica_activado : bool = false # Controla si picapica está activado o no var picapica_instanciada : Node = null # Para almacenar la instancia de picapica @onready var picapica = preload("res://Escenas/ParaEquipo/pika_icon.tscn") # Preload de la escena con la animación @onready var posiciones = [ Vector2(350, 45), Vector2(350, 132), Vector2(350, 220), Vector2(350, 308), Vector2(350, 397), Vector2(350, 483) var animaciones_instanciadas = [] # Para hacer seguimiento de las animaciones instanciadas func _ready(): if Game.is_connected("activar_picapica_global", Callable(self, "activar_el_picapica")) == false: Game.connect("activar_picapica_global", Callable(self, "activar_el_picapica")) print("Señal conectada correctamente.") activar_el_picapica(false) func activar_el_picapica(activar: bool = false): print("se activo") if activar: controlar_picapica(true) else: controlar_picapica(false) func controlar_picapica(activar: bool) -> void: if activar and not picapica_activado: instanciar_animacion() # Instanciamos picapica usando el método ya creado picapica_activado = true for i in range(1, 7): mostrar_nodos_vida(i) # Mostrar los nodos de vida mostrar_boton_posicion(i) # Mostrar los botones de posición elif not activar and picapica_activado: if picapica_instanciada: picapica_instanciada.queue_free() # Elimina la animación picapica_instanciada = null # Limpia la referencia de la animación picapica_activado = false for i in range(1, 7): ocultar_nodos_vida(i) # Ocultar los nodos de vida ocultar_boton_posicion(i) # Ocultar los botones de posición actualizar_visibilidad() func instanciar_animacion(): for posicion in posiciones: var libre = true for anim in animaciones_instanciadas: if anim.position == posicion: libre = false break if libre: picapica_instanciada = picapica.instantiate() # Instanciamos la animación picapica_instanciada.position = posicion # Colocamos la animación en la posición libre cambiar.add_child(picapica_instanciada) # Añadimos la animación al nodo Cambiar picapica_instanciada.scale = Vector2(1.5, 1.5) animaciones_instanciadas.append(picapica_instanciada) # Agregamos la animación a la lista break # Salimos del ciclo ya que hemos colocado la animación actualizar_visibilidad() # Actualizamos la visibilidad después de instanciar la animación func actualizar_visibilidad(): for i in range(posiciones.size()): var posicion = posiciones[i] if hay_animacion_en_posicion(posicion): mostrar_nodos_vida(i + 1) # Mostrar los nodos correspondientes mostrar_boton_posicion(i + 1) # Mostrar el botón correspondiente else: ocultar_nodos_vida(i + 1) # Ocultar los nodos si no hay animación ocultar_boton_posicion(i + 1) # Ocultar el botón correspondiente si no hay animación func hay_animacion_en_posicion(posicion: Vector2) -> bool: for anim in animaciones_instanciadas: if anim.position == posicion: return true return false script , name is DialogScreen func _on_si_pressed() -> void: Game.activar_picapica() # Llama a la función global que emitirá la señal _on_no_pressed() # Esto cierra el diálogo si no se activa picapica I want to know if the method of when you press the button called yes from the DialogScreen script works, Game.activate_picapica() is activated, since it is an autoload from the Game script, and with the activate_el_picapica() function from the ui script what it does is a true or false to activate or deactivate (that's what I want), I don't know if it works?
Hello, I want to know if this method works, auto loading script, name Game signal activar_picapica_global func activar_picapica(): activar_picapica_global.emit() print("Activando picapica") script, name is ui extends Control var picapica_activado : bool = false # Controla si picapica está activado o no var picapica_instanciada : Node = null # Para almacenar la instancia de picapica @onready var picapica = preload("res://Escenas/ParaEquipo/pika_icon.tscn") # Preload de la escena con la animación @onready var posiciones = [ Vector2(350, 45), Vector2(350, 132), Vector2(350, 220), Vector2(350, 308), Vector2(350, 397), Vector2(350, 483) var animaciones_instanciadas = [] # Para hacer seguimiento de las animaciones instanciadas func _ready(): if Game.is_connected("activar_picapica_global", Callable(self, "activar_el_picapica")) == false: Game.connect("activar_picapica_global", Callable(self, "activar_el_picapica")) print("Señal conectada correctamente.") activar_el_picapica(false) func activar_el_picapica(activar: bool = false): print("se activo") if activar: controlar_picapica(true) else: controlar_picapica(false) func controlar_picapica(activar: bool) -> void: if activar and not picapica_activado: instanciar_animacion() # Instanciamos picapica usando el método ya creado picapica_activado = true for i in range(1, 7): mostrar_nodos_vida(i) # Mostrar los nodos de vida mostrar_boton_posicion(i) # Mostrar los botones de posición elif not activar and picapica_activado: if picapica_instanciada: picapica_instanciada.queue_free() # Elimina la animación picapica_instanciada = null # Limpia la referencia de la animación picapica_activado = false for i in range(1, 7): ocultar_nodos_vida(i) # Ocultar los nodos de vida ocultar_boton_posicion(i) # Ocultar los botones de posición actualizar_visibilidad() func instanciar_animacion(): for posicion in posiciones: var libre = true for anim in animaciones_instanciadas: if anim.position == posicion: libre = false break if libre: picapica_instanciada = picapica.instantiate() # Instanciamos la animación picapica_instanciada.position = posicion # Colocamos la animación en la posición libre cambiar.add_child(picapica_instanciada) # Añadimos la animación al nodo Cambiar picapica_instanciada.scale = Vector2(1.5, 1.5) animaciones_instanciadas.append(picapica_instanciada) # Agregamos la animación a la lista break # Salimos del ciclo ya que hemos colocado la animación actualizar_visibilidad() # Actualizamos la visibilidad después de instanciar la animación func actualizar_visibilidad(): for i in range(posiciones.size()): var posicion = posiciones[i] if hay_animacion_en_posicion(posicion): mostrar_nodos_vida(i + 1) # Mostrar los nodos correspondientes mostrar_boton_posicion(i + 1) # Mostrar el botón correspondiente else: ocultar_nodos_vida(i + 1) # Ocultar los nodos si no hay animación ocultar_boton_posicion(i + 1) # Ocultar el botón correspondiente si no hay animación func hay_animacion_en_posicion(posicion: Vector2) -> bool: for anim in animaciones_instanciadas: if anim.position == posicion: return true return false script , name is DialogScreen func _on_si_pressed() -> void: Game.activar_picapica() # Llama a la función global que emitirá la señal _on_no_pressed() # Esto cierra el diálogo si no se activa picapica I want to know if the method of when you press the button called yes from the DialogScreen script works, Game.activate_picapica() is activated, since it is an autoload from the Game script, and with the activate_el_picapica() function from the ui script what it does is a true or false to activate or deactivate (that's what I want), I don't know if it works?
@@NagiDev Hello, I want to know if this method works, auto loading script, name Game signal activar_picapica_global func activar_picapica(): activar_picapica_global.emit() print("Activando picapica") script, name is ui extends Control var picapica_activado : bool = false # Controla si picapica está activado o no var picapica_instanciada : Node = null # Para almacenar la instancia de picapica @onready var picapica = preload("res://Escenas/ParaEquipo/pika_icon.tscn") # Preload de la escena con la animación @onready var posiciones = [ Vector2(350, 45), Vector2(350, 132), Vector2(350, 220), Vector2(350, 308), Vector2(350, 397), Vector2(350, 483) var animaciones_instanciadas = [] # Para hacer seguimiento de las animaciones instanciadas func _ready(): if Game.is_connected("activar_picapica_global", Callable(self, "activar_el_picapica")) == false: Game.connect("activar_picapica_global", Callable(self, "activar_el_picapica")) print("Señal conectada correctamente.") activar_el_picapica(false) func activar_el_picapica(activar: bool = false): print("se activo") if activar: controlar_picapica(true) else: controlar_picapica(false) func controlar_picapica(activar: bool) -> void: if activar and not picapica_activado: instanciar_animacion() # Instanciamos picapica usando el método ya creado picapica_activado = true for i in range(1, 7): mostrar_nodos_vida(i) # Mostrar los nodos de vida mostrar_boton_posicion(i) # Mostrar los botones de posición elif not activar and picapica_activado: if picapica_instanciada: picapica_instanciada.queue_free() # Elimina la animación picapica_instanciada = null # Limpia la referencia de la animación picapica_activado = false for i in range(1, 7): ocultar_nodos_vida(i) # Ocultar los nodos de vida ocultar_boton_posicion(i) # Ocultar los botones de posición actualizar_visibilidad() func instanciar_animacion(): for posicion in posiciones: var libre = true for anim in animaciones_instanciadas: if anim.position == posicion: libre = false break if libre: picapica_instanciada = picapica.instantiate() # Instanciamos la animación picapica_instanciada.position = posicion # Colocamos la animación en la posición libre cambiar.add_child(picapica_instanciada) # Añadimos la animación al nodo Cambiar picapica_instanciada.scale = Vector2(1.5, 1.5) animaciones_instanciadas.append(picapica_instanciada) # Agregamos la animación a la lista break # Salimos del ciclo ya que hemos colocado la animación actualizar_visibilidad() # Actualizamos la visibilidad después de instanciar la animación func actualizar_visibilidad(): for i in range(posiciones.size()): var posicion = posiciones[i] if hay_animacion_en_posicion(posicion): mostrar_nodos_vida(i + 1) # Mostrar los nodos correspondientes mostrar_boton_posicion(i + 1) # Mostrar el botón correspondiente else: ocultar_nodos_vida(i + 1) # Ocultar los nodos si no hay animación ocultar_boton_posicion(i + 1) # Ocultar el botón correspondiente si no hay animación func hay_animacion_en_posicion(posicion: Vector2) -> bool: for anim in animaciones_instanciadas: if anim.position == posicion: return true return false script , name is DialogScreen func _on_si_pressed() -> void: Game.activar_picapica() # Llama a la función global que emitirá la señal _on_no_pressed() # Esto cierra el diálogo si no se activa picapica I want to know if the method of when you press the button called yes from the DialogScreen script works, Game.activate_picapica() is activated, since it is an autoload from the Game script, and with the activate_el_picapica() function from the ui script what it does is a true or false to activate or deactivate (that's what I want), I don't know if it works?
@nan0core25 Click on my name under the video to open my channel page, go to the videos tab, and you'll find the video "How to Code Player Health And Fall Damage in Godot 4" th-cam.com/video/X6gfjdXckpA/w-d-xo.htmlsi=eWXttE4eFze7ZGxp
Your raycast is detecting a CSGBox and trying to get the prompt_message property from it. Enable "show collision shapes" from the debug menu and check if the raycast is detecting another object in the way.
If you mean the physical in-game buttons, then just instantiate multiple button scenes, and connect them to the multiple doors, like shown in the tutorial. If you mean buttons as in the keyboard buttons, you just have to change the input action for the door/button from the inspector.
I have a quick question: If I wanted to make it so that you had to hold down an action key for a certain amount of time and have a progress bar on the screen that shows how far along the interaction is, how would I go about that?
Ok, so I am not a code guru or anything so I more just want to ask a question. Couldn't you just use an Enumerator Variable and then just add the code together? Is there a better reason why you use a Custom Class, rather than an Enumerator? And could someone explain what case states would be good for Custom Class VS. Enumerator?
To be frank, I'm not that bright myself, so maybe your approach would work just as well, if not better. Can you tell me more about the Enumerator approach a bit?
@@NagiDev Well with an Enumerator, and I am only touching surface level stuff here as I am still new to coding, but as I understand it you could create an Export Enumerator String Variable with a list of object names then use a Match script in it's own function that will automatically set variables, Names, and Interact buttons, etc. under each match case. Example match string (string Var): "String name": set variables to values. Then you just put that script onto an interactable object which will then show a dropdown in the Inspector. And when you change that Enum String to whatever the object is whether it's a "Button", "Switch", "Key", etc. and each can have it's own functions, calls, and variable sets. under each match state, so you could make the key update a key count var elsewhere, or use the toggle system. This is just a rough breakdown of how I would do this. That's in part why I am asking for some case states for why you would use a custom class over an enum. Hope that makes sense. ^^ Great video though.
@@BreezyDefrag well, that seems like an interesting way to handle it. However, from my past experiences (read, blunders) I try to steer away from putting all the code in one file. With the custom class, Interactable.gd can have all the code that would be common among all the interactive objects (prompt message, interaction logic, etc), while any logic specific to an interactive object can remain in its own script. Say, you want the button to play a press animation when interacted with. That code would only remain in the button's script. Hope you see my point of view. And yes, for a very basic use case, the enumerator method seems more easier to make, I'm just trying to make the system capable of being extended and customized.
You add an Area3D node to the door scene, and add a CollisionShape to the Area3D. Then attach the interactable.gd script to the Area3D, connect the signals to the door script. Boom! Profit.
Hi man!, everything works, but how to do if I want each button to have different sounds? Inheritance with signals breaks the system, and also how to run different streams in the audio player through the code? I'm not really strong in the code so please give me a hint!
If you don't want to rotate the raycast with the parent, you can set it as top level in the inspector, and then set it's position the same as the parent in the physics process function.
@@NagiDev thank you! I fixed it by myself yesterday, turns out my Raycast3D was actually working, it was just inside Area3D and aftwr moving it's origin a little bit away, everything got fixed
So im getting an error after typing if collider is interactable: Prompt.text = collider.prompt_message Its rhe if statements thats not working its giving me a couldnt not parse global class error
I've shared all the necessary information about the button in this video. However, I can understand I didn't explain some of the Godot features thoroughly. You can watch my Godot 3 interaction video for some clarity or there's also plenty of videos on TH-cam explaining Godot raycasts, area3D and signals (3 of the Godot features used in this video). But yeah, I plan on making much smaller videos in the future explaining these concepts for beginners. Cheers!
I mentioned it in another reply, but basically you add an Area3D node to the door scene, add a CollisionShape to it, add the interactable script to the area, and finally connect the signals like in the video.
Guide is good, I did find that the way you coded game overs did not have anything about setting the players health back to 100 after restarting right? So I went and tested it and unless I missed something that is the case(I probably missed something) soooo just in case you did not notice that then there you go haha, you respawn with essentially 0 hp
To make the button invisible after interaction you can call hide() or $Button.hide() at the end of the _on_interacted() function that is triggered by the interacted signal. However the button would still be interactive even after being invisible. To prevent that, you can simply call queue_free() instead of hide() to delete the button after interaction; or you can create a variable to store whether the object is interactive or not and set it to false on interaction.
Very nice video, the animations a pretty cool :D Btw, when you set in the code to show what button to press, how can I make it show the mouse buttons like LMB or RMB? The code shows any other button, but the mouse ones it onlu shows "[]" This is the code i'm referring to: action.as_text_physical_keycode()
Heyo! So sorry for the late reply, but I found the solution! You should update the code in Interactable.gd like so: if action is InputEventKey: key_name = action.as_text_physical_keycode() break elif action is InputEventMouseButton: key_name = action.as_text() Hope this helps! Also, I'll push this code to the github repo. Thanks for the question!
You made a causality dilemma because where do keys come from? And if you need a key to open a chest then where do you get the key to open a locked door? 🤯
Enable debug collision shapes from the debug menu and check if the ray cast may be detecting the player body itself. Or maybe you've set the collision layer of the raycast/collision object to some other value?
This tutorial only teaches the actual interaction mechanism. For multiplayer games you would have to manage the interaction state across the host and client depending on how you've structured your project.
This could be due to a few reasons: - you might've forgotten to define it in the interactable.gd script - maybe you named the signal differently in the script - maybe the script if not attached to the node - maybe you haven't saved the script yet, so the signal is not showing up in the inspector Please let me know if I can help, I'd be happy to do so
@@NagiDev np bro you probably busy with other stuff hope so next vid will be soon and Fantastic 🤙 edit:- please cover these topics - Sprint & stamina, enemy & Npc, it would be helpful
@@NagiDev maybe i saw a npc interaction in old godot 3 interaction tutorial so if you can make tutorial on enemy would be more important ig although npc is also cool
hey bro, can you make a graph edit and graph node tutorial, because I have an idea to make a game engine with godot with visual script as the script component.
bro i wanna say it still feels kinda with all of this much and stuff in scene can u please make a simplified vedio for this again just implementing these systems simple scene altho it seems really goodd for future proof but as a beginner its hard pleaseeeeeee make easy and simplified one 🥲🙏🙏🙏🙏
@@NagiDev i wont say the whole vedio but for me the whole part for adding functinallity to button were difficult cuse according to me there was so much going on i could wrap my head around most of the things thats why i need a simplified verison and yeaaa overallllll great vedioooooo will ceratinly help me in future also can u make a simplified version for pickables stuff like torch will be gratefull for that 🥲🙏
@quiet5445 ah got it. So the thing is, you can define custom signals in a script which shows up in the node tab (beside the inspector) when you have the node with that script selected. In this video I created a custom signal "interacted" and connected it through the node tab to various functions in other scripts. So for example, button (Interactable.gd) -> interacted signal -> do_something() (function) Basically when the interactRay interacts with an Interactable node, the node emits the interacted signal, this signal can be connected to any number of functions in any script. So, when the interacted signal is emitted by that node, all the connected functions are called, and we can put the code we want to run inside these functions like we did in the video. I hope this helps you understand what's going on in the interaction system. If you still have doubts, feel free to contact me over at Discord @nagidev. Also, I would suggest you to learn more about Godot signals since they are really powerful for all sorts of things.
@@NagiDev thanku very much im just starting on this 3d project and your tutorial be of so much of help as there arent much tutorial on godot 4 on top of that you might not find what youre looking for altho interaction isnt that specific but still there isnt any vedio on youtube other than u that actually helped plus your the only one that replies tbh since getting replies from youtube channels nowdays is next to impossible until unless you comment on a recent vedio surely i would follow u on discord
Hi bro, your videos are really cool, I can see how much you put into each of them. I would like to ask you about shapecast nodes, what get_collider index does ask for? I really need help😢
This tutorial is gold. I tried to implement a stove with burning wood and I honestly I really believed that I could do that making multiple stove with the same script. Thanks GOD I found this life saving tutorial!
Only halfway through the video but I gotta say this tutorial is top notch my man. I was pulling my hair out trying to get this stuff working but you've clarified so many things for me.
I almost never comment on videos. I want you to know that this playlist has been extremely helpful to me and has put me on a path to actually completing my game. Thank you so much
Amazing tutorial! I just implemented the basics for my own interaction system, but was not 100% happy with the result. I also tried to make it as flexible as you, but it had a few unplanned limitations in the end. Your approach is way more elegant, I like it. Also there were some subtle mentions in this vid, that helped me to understand some of Godot's structure and how to best work with it better!
Thank you so much and keep up the great work!
This is amazing, great video man and welcome back, I hope you are planning on making more tutorials
I was just adding interactive objects to my first real project - my method starts similar to yours, with a RayCast3D, but I was using Groups to check for interactable items... using nodes as classes is a much better way of doing it, and matches what I'm doing with my player's stats and state machine too!
Dude, your guides are great, keep up the good work, I'm looking forward to your videos about godot :)
Started strong and god better.
Nice work.
Just want to say that your tutorials are great, they helped me a lot to learn Godot, thank you
bro TYSM for these tutorials!
i never found any tutorials that are as interesting as yours tbh
The King returns! Also really great resource! Some of this stuff they updated in Godot 4 confused me haha, but it made sense after watching the video.
I've been watching Godot tutorials for a while but this one is very interesting! I never thought about using an animation tree for a door!
Thank you, friend, for explaining more about what I've been confused about all this time
Love your videos, I was worried you were gone after the long time since the last one great to see you're still at it
A tutorial video that doesn't FEEL like a tutorial is my thing, great video!
Fantastic,
Im watching while at work lol, Cant wait to get home and try this out.
this is the reason I started this playlist, I had a 3d scene with a little dude wandering about, and looking online all the things for switches and signals were mental, wanting global scripts with lists of items for interaction and all kinds of crazy, This is exactly what I wanted, assign a button to an object, and have the button do stuff with the object..
Awasome piece of knowlage !
Hey Nagi! I like your videos. Keep it up!
Your videos are great, keep up the good work!
amazing video mr nagi keep em coming
Thank you so much for this video, huge help!
welcome back dude
Well made video! Thank you
lol just found your channel like 2-3 days ago and was translating all the interaction stuff from godot 3 video to my 4.2 version XD could of just clicked on your channel to find this updated one smh either way im gonna watch it!
Great tutorial, very good use of inheritance.
Now come back, it's been 5 months already 😂
I'm trying but video editing is hard 😭
@@NagiDev ik, I've been stuck on the intro of my first video for a few weeks now 😭
Thanks for the video) Was going to make exactly such interactions, except that I was planning to have multiple "features" of objects, one of which would be "Interactable".
This is really well done
I just discover this channel! hope u still active (this help me a lot!)
hehe I just have a terrible upload schedule don't worry
Excellent content bro. Sub’d within a minute. Look forward to your upcoming videos; will catch-up with your catalogue.
6:00
So I'm a bit confused about the mesh thing. I have models that I've made in blender but can't seem to use them as meshes for my static body. I've tried both gltf and glb files but when I import them they turn into 3DNodes and need inherited scenes
The easy method (which I used) is to open the gltf as an inherited scene, copy the mesh instance and paste it in your scene.
An even easier solution is to just drag and drop the gltf in your scene.
Amazing work. Keep it up.
You the GOAT no cap
THIS WASSS SOOOOOOO HELPFULL!!!!!!!1
>.> Need more of your First Person tuts
Will do! I'm just struggling to find motivation to get back to making more tuts
@@NagiDev ah rip I feel yah, any cool projects or what not?
nop, just sitting lol
@@NagiDev rip :c
5:58 i added the if collider is Interactable: line but now it wont show any prompt messages but it wont work without the line
im on 4.2.2 is that why it no longer works?
can you please check if you set the raycast to ignore its parent. Because in most cases, it turns out that the raycast is constantly detecting the player's collisionShape, hence no prompt message. This setting might be different for 4.2.2, I'm not sure.
Thank you for your tutorial. The textures in your videos look amazing. Do you create them yourself? Could you please share your workflow? How do you create the normal maps?
I'm glad you like them! Yes, I make them using Gimp and Krita. I hand paint all the textures and roughness map. For the normal maps, I draw the depth map (black is deep, white is shallow) and use the normal map filter in Krita to generate the final result.
I should probably stream my workflow someday lol.
Nagi when the player collides with a physical object, the physical object penetrates the wall or the ground. How can I fix this?
CharacterBody vs RigidBody collisions tend to be that way. I haven't found an all-in-one fix for it, but depending on your game, you can make both the player and the object be either both rigidbodies or both characterbodies. You can also try the Jolt physics plugin but I'm not sure if it'll fix the issue.
@@NagiDev jolt physics didn't fix anything the last solution make player and the object with rigidbody
Thx Nagi😊🙏🏿♥️
My game immediately crashes whenever I lok at any non-interactable object once I input the code from 7:23, the replacement of interact with collider.prompt_input. I got no clue on ohow to fix this, pls help
also, the game just crashes whenever I press on any surface that isnt interactable
can you share the error Godot shows on crashing?
I have just decided to copy and paste your code to not bother with the headache, thabk you for the video and everything tho, once I open my pc I will tell the error message
I have a question, and what if i wanted to hold the object like a flashlight with this system?
You can have a flashlight scene added to the player and enable/disable it when the player picks it up/throws it down.
Could you make a tutorial for a pick up and drop system similar to granny ?
do you know how to implement a mouse click into this? ive tried to do replace E with LMB or RMB and it shows up invisible
In the world I have created interaction with a friendly monster and player with a dialogue, but I have a problem, how do I make it so that when I press the button called yes in the dialogue, I want a function of the script (child node) of another scene (battle) to be activated, how do I make a function that I have created in that script (child node) be activated?
In the dialogue editor, add a SignalNode in your dialogue, connect the dialogue signal function of the dialogueBox to the function you want to run. Hope this helps! If not, I'm here to help
@@NagiDev Hello, I want to know if this method works,
auto loading script, name Game
signal activar_picapica_global
func activar_picapica():
activar_picapica_global.emit()
print("Activando picapica")
script, name is ui
extends Control
var picapica_activado : bool = false # Controla si picapica está activado o no
var picapica_instanciada : Node = null # Para almacenar la instancia de picapica
@onready var picapica = preload("res://Escenas/ParaEquipo/pika_icon.tscn") # Preload de la escena con la animación
@onready var posiciones = [
Vector2(350, 45),
Vector2(350, 132),
Vector2(350, 220),
Vector2(350, 308),
Vector2(350, 397),
Vector2(350, 483)
var animaciones_instanciadas = [] # Para hacer seguimiento de las animaciones instanciadas
func _ready():
if Game.is_connected("activar_picapica_global", Callable(self, "activar_el_picapica")) == false:
Game.connect("activar_picapica_global", Callable(self, "activar_el_picapica"))
print("Señal conectada correctamente.")
activar_el_picapica(false)
func activar_el_picapica(activar: bool = false):
print("se activo")
if activar:
controlar_picapica(true)
else:
controlar_picapica(false)
func controlar_picapica(activar: bool) -> void:
if activar and not picapica_activado:
instanciar_animacion() # Instanciamos picapica usando el método ya creado
picapica_activado = true
for i in range(1, 7):
mostrar_nodos_vida(i) # Mostrar los nodos de vida
mostrar_boton_posicion(i) # Mostrar los botones de posición
elif not activar and picapica_activado:
if picapica_instanciada:
picapica_instanciada.queue_free() # Elimina la animación
picapica_instanciada = null # Limpia la referencia de la animación
picapica_activado = false
for i in range(1, 7):
ocultar_nodos_vida(i) # Ocultar los nodos de vida
ocultar_boton_posicion(i) # Ocultar los botones de posición
actualizar_visibilidad()
func instanciar_animacion():
for posicion in posiciones:
var libre = true
for anim in animaciones_instanciadas:
if anim.position == posicion:
libre = false
break
if libre:
picapica_instanciada = picapica.instantiate() # Instanciamos la animación
picapica_instanciada.position = posicion # Colocamos la animación en la posición libre
cambiar.add_child(picapica_instanciada) # Añadimos la animación al nodo Cambiar
picapica_instanciada.scale = Vector2(1.5, 1.5)
animaciones_instanciadas.append(picapica_instanciada) # Agregamos la animación a la lista
break # Salimos del ciclo ya que hemos colocado la animación
actualizar_visibilidad() # Actualizamos la visibilidad después de instanciar la animación
func actualizar_visibilidad():
for i in range(posiciones.size()):
var posicion = posiciones[i]
if hay_animacion_en_posicion(posicion):
mostrar_nodos_vida(i + 1) # Mostrar los nodos correspondientes
mostrar_boton_posicion(i + 1) # Mostrar el botón correspondiente
else:
ocultar_nodos_vida(i + 1) # Ocultar los nodos si no hay animación
ocultar_boton_posicion(i + 1) # Ocultar el botón correspondiente si no hay animación
func hay_animacion_en_posicion(posicion: Vector2) -> bool:
for anim in animaciones_instanciadas:
if anim.position == posicion:
return true
return false
script , name is DialogScreen
func _on_si_pressed() -> void:
Game.activar_picapica() # Llama a la función global que emitirá la señal
_on_no_pressed() # Esto cierra el diálogo si no se activa picapica
I want to know if the method of when you press the button called yes from the DialogScreen script works, Game.activate_picapica() is activated, since it is an autoload from the Game script, and with the activate_el_picapica() function from the ui script what it does is a true or false to activate or deactivate (that's what I want), I don't know if it works?
Hello, I want to know if this method works,
auto loading script, name Game
signal activar_picapica_global
func activar_picapica():
activar_picapica_global.emit()
print("Activando picapica")
script, name is ui
extends Control
var picapica_activado : bool = false # Controla si picapica está activado o no
var picapica_instanciada : Node = null # Para almacenar la instancia de picapica
@onready var picapica = preload("res://Escenas/ParaEquipo/pika_icon.tscn") # Preload de la escena con la animación
@onready var posiciones = [
Vector2(350, 45),
Vector2(350, 132),
Vector2(350, 220),
Vector2(350, 308),
Vector2(350, 397),
Vector2(350, 483)
var animaciones_instanciadas = [] # Para hacer seguimiento de las animaciones instanciadas
func _ready():
if Game.is_connected("activar_picapica_global", Callable(self, "activar_el_picapica")) == false:
Game.connect("activar_picapica_global", Callable(self, "activar_el_picapica"))
print("Señal conectada correctamente.")
activar_el_picapica(false)
func activar_el_picapica(activar: bool = false):
print("se activo")
if activar:
controlar_picapica(true)
else:
controlar_picapica(false)
func controlar_picapica(activar: bool) -> void:
if activar and not picapica_activado:
instanciar_animacion() # Instanciamos picapica usando el método ya creado
picapica_activado = true
for i in range(1, 7):
mostrar_nodos_vida(i) # Mostrar los nodos de vida
mostrar_boton_posicion(i) # Mostrar los botones de posición
elif not activar and picapica_activado:
if picapica_instanciada:
picapica_instanciada.queue_free() # Elimina la animación
picapica_instanciada = null # Limpia la referencia de la animación
picapica_activado = false
for i in range(1, 7):
ocultar_nodos_vida(i) # Ocultar los nodos de vida
ocultar_boton_posicion(i) # Ocultar los botones de posición
actualizar_visibilidad()
func instanciar_animacion():
for posicion in posiciones:
var libre = true
for anim in animaciones_instanciadas:
if anim.position == posicion:
libre = false
break
if libre:
picapica_instanciada = picapica.instantiate() # Instanciamos la animación
picapica_instanciada.position = posicion # Colocamos la animación en la posición libre
cambiar.add_child(picapica_instanciada) # Añadimos la animación al nodo Cambiar
picapica_instanciada.scale = Vector2(1.5, 1.5)
animaciones_instanciadas.append(picapica_instanciada) # Agregamos la animación a la lista
break # Salimos del ciclo ya que hemos colocado la animación
actualizar_visibilidad() # Actualizamos la visibilidad después de instanciar la animación
func actualizar_visibilidad():
for i in range(posiciones.size()):
var posicion = posiciones[i]
if hay_animacion_en_posicion(posicion):
mostrar_nodos_vida(i + 1) # Mostrar los nodos correspondientes
mostrar_boton_posicion(i + 1) # Mostrar el botón correspondiente
else:
ocultar_nodos_vida(i + 1) # Ocultar los nodos si no hay animación
ocultar_boton_posicion(i + 1) # Ocultar el botón correspondiente si no hay animación
func hay_animacion_en_posicion(posicion: Vector2) -> bool:
for anim in animaciones_instanciadas:
if anim.position == posicion:
return true
return false
script , name is DialogScreen
func _on_si_pressed() -> void:
Game.activar_picapica() # Llama a la función global que emitirá la señal
_on_no_pressed() # Esto cierra el diálogo si no se activa picapica
I want to know if the method of when you press the button called yes from the DialogScreen script works, Game.activate_picapica() is activated, since it is an autoload from the Game script, and with the activate_el_picapica() function from the ui script what it does is a true or false to activate or deactivate (that's what I want), I don't know if it works?
@@NagiDev Hello, I want to know if this method works,
auto loading script, name Game
signal activar_picapica_global
func activar_picapica():
activar_picapica_global.emit()
print("Activando picapica")
script, name is ui
extends Control
var picapica_activado : bool = false # Controla si picapica está activado o no
var picapica_instanciada : Node = null # Para almacenar la instancia de picapica
@onready var picapica = preload("res://Escenas/ParaEquipo/pika_icon.tscn") # Preload de la escena con la animación
@onready var posiciones = [
Vector2(350, 45),
Vector2(350, 132),
Vector2(350, 220),
Vector2(350, 308),
Vector2(350, 397),
Vector2(350, 483)
var animaciones_instanciadas = [] # Para hacer seguimiento de las animaciones instanciadas
func _ready():
if Game.is_connected("activar_picapica_global", Callable(self, "activar_el_picapica")) == false:
Game.connect("activar_picapica_global", Callable(self, "activar_el_picapica"))
print("Señal conectada correctamente.")
activar_el_picapica(false)
func activar_el_picapica(activar: bool = false):
print("se activo")
if activar:
controlar_picapica(true)
else:
controlar_picapica(false)
func controlar_picapica(activar: bool) -> void:
if activar and not picapica_activado:
instanciar_animacion() # Instanciamos picapica usando el método ya creado
picapica_activado = true
for i in range(1, 7):
mostrar_nodos_vida(i) # Mostrar los nodos de vida
mostrar_boton_posicion(i) # Mostrar los botones de posición
elif not activar and picapica_activado:
if picapica_instanciada:
picapica_instanciada.queue_free() # Elimina la animación
picapica_instanciada = null # Limpia la referencia de la animación
picapica_activado = false
for i in range(1, 7):
ocultar_nodos_vida(i) # Ocultar los nodos de vida
ocultar_boton_posicion(i) # Ocultar los botones de posición
actualizar_visibilidad()
func instanciar_animacion():
for posicion in posiciones:
var libre = true
for anim in animaciones_instanciadas:
if anim.position == posicion:
libre = false
break
if libre:
picapica_instanciada = picapica.instantiate() # Instanciamos la animación
picapica_instanciada.position = posicion # Colocamos la animación en la posición libre
cambiar.add_child(picapica_instanciada) # Añadimos la animación al nodo Cambiar
picapica_instanciada.scale = Vector2(1.5, 1.5)
animaciones_instanciadas.append(picapica_instanciada) # Agregamos la animación a la lista
break # Salimos del ciclo ya que hemos colocado la animación
actualizar_visibilidad() # Actualizamos la visibilidad después de instanciar la animación
func actualizar_visibilidad():
for i in range(posiciones.size()):
var posicion = posiciones[i]
if hay_animacion_en_posicion(posicion):
mostrar_nodos_vida(i + 1) # Mostrar los nodos correspondientes
mostrar_boton_posicion(i + 1) # Mostrar el botón correspondiente
else:
ocultar_nodos_vida(i + 1) # Ocultar los nodos si no hay animación
ocultar_boton_posicion(i + 1) # Ocultar el botón correspondiente si no hay animación
func hay_animacion_en_posicion(posicion: Vector2) -> bool:
for anim in animaciones_instanciadas:
if anim.position == posicion:
return true
return false
script , name is DialogScreen
func _on_si_pressed() -> void:
Game.activar_picapica() # Llama a la función global que emitirá la señal
_on_no_pressed() # Esto cierra el diálogo si no se activa picapica
I want to know if the method of when you press the button called yes from the DialogScreen script works, Game.activate_picapica() is activated, since it is an autoload from the Game script, and with the activate_el_picapica() function from the ui script what it does is a true or false to activate or deactivate (that's what I want), I don't know if it works?
i want to ask you how you doing that 2d character movement of yourself ? i want to do this too
13:25 when make the gamestate?
Yeah, we made the gamestate autoload in the previous tutorial.
@NagiDev Hey, thanks for the awesome tutorial! Can you share the link of this tutorial? I'm stuck on this part too
@nan0core25 Click on my name under the video to open my channel page, go to the videos tab, and you'll find the video "How to Code Player Health And Fall Damage in Godot 4"
th-cam.com/video/X6gfjdXckpA/w-d-xo.htmlsi=eWXttE4eFze7ZGxp
does the way that one would implement a dialogue box be the same? i.e. would we be able to follow the same steps as the previous tutorial?
Pretty much, yeah
Can show the blue border live player interacting with object
Sorry, I don't understand the question
help: Invalid access to property or key 'prompt_message' on a base object of type 'CSGBox3D'.
Your raycast is detecting a CSGBox and trying to get the prompt_message property from it. Enable "show collision shapes" from the debug menu and check if the raycast is detecting another object in the way.
Also, did you skip the condition check in the code? Please check if you skipped some part of the code as that may explain this error.
@@NagiDev Thanks it works
If I want to have multiple different keys for different doors, how would I do it?
If you mean the physical in-game buttons, then just instantiate multiple button scenes, and connect them to the multiple doors, like shown in the tutorial.
If you mean buttons as in the keyboard buttons, you just have to change the input action for the door/button from the inspector.
I have a quick question: If I wanted to make it so that you had to hold down an action key for a certain amount of time and have a progress bar on the screen that shows how far along the interaction is, how would I go about that?
Ok, so I am not a code guru or anything so I more just want to ask a question. Couldn't you just use an Enumerator Variable and then just add the code together? Is there a better reason why you use a Custom Class, rather than an Enumerator? And could someone explain what case states would be good for Custom Class VS. Enumerator?
To be frank, I'm not that bright myself, so maybe your approach would work just as well, if not better. Can you tell me more about the Enumerator approach a bit?
@@NagiDev Well with an Enumerator, and I am only touching surface level stuff here as I am still new to coding, but as I understand it you could create an Export Enumerator String Variable with a list of object names then use a Match script in it's own function that will automatically set variables, Names, and Interact buttons, etc. under each match case. Example match string (string Var): "String name": set variables to values. Then you just put that script onto an interactable object which will then show a dropdown in the Inspector. And when you change that Enum String to whatever the object is whether it's a "Button", "Switch", "Key", etc. and each can have it's own functions, calls, and variable sets. under each match state, so you could make the key update a key count var elsewhere, or use the toggle system. This is just a rough breakdown of how I would do this. That's in part why I am asking for some case states for why you would use a custom class over an enum. Hope that makes sense. ^^ Great video though.
@@BreezyDefrag well, that seems like an interesting way to handle it. However, from my past experiences (read, blunders) I try to steer away from putting all the code in one file. With the custom class, Interactable.gd can have all the code that would be common among all the interactive objects (prompt message, interaction logic, etc),
while any logic specific to an interactive object can remain in its own script. Say, you want the button to play a press animation when interacted with. That code would only remain in the button's script. Hope you see my point of view.
And yes, for a very basic use case, the enumerator method seems more easier to make, I'm just trying to make the system capable of being extended and customized.
Great tutorial, if someone can help me out tho, how would I make a door without a button? So u can just interact with the door itself.
You add an Area3D node to the door scene, and add a CollisionShape to the Area3D. Then attach the interactable.gd script to the Area3D, connect the signals to the door script.
Boom!
Profit.
@@NagiDev Ty so much man!
Hi man!, everything works, but how to do if I want each button to have different sounds? Inheritance with signals breaks the system, and also how to run different streams in the audio player through the code? I'm not really strong in the code so please give me a hint!
You can make the sound variable exportable so that you can set the sound for each interactable. Just like the messages
I have a question, what can make Raycast3D not rotate with parent object?
If you don't want to rotate the raycast with the parent, you can set it as top level in the inspector, and then set it's position the same as the parent in the physics process function.
@@NagiDev thank you! I fixed it by myself yesterday, turns out my Raycast3D was actually working, it was just inside Area3D and aftwr moving it's origin a little bit away, everything got fixed
So im getting an error after typing
if collider is interactable:
Prompt.text = collider.prompt_message
Its rhe if statements thats not working its giving me a couldnt not parse global class error
is the class name interactable (with a small i) or Interactable (with a capital I) in your interactable.gd script?
@@NagiDev with a capital I for both
Are you using capital i in your condition as well?
If so, have you saved to interactable.gd script?
Try to save and retry.
@@NagiDev i did but now im having an error with running the game. it works sometimes and other times just refuse to work
can you check your code against the code from the link in the description and see if you missed something?
I am getting an error - 'GameState' not defined.
Where do i define it?
Gamestate is an autoload we coded in the previous tutorial. You can either watch that or simply copy the code from the link in the description.
Thankyou @@NagiDev
mine isnt showing the prompt message, it just says not then [E]
can you please compare your vode with the one from the link in the description and see if you missed something?
@@NagiDev i fixed it, thanks for the response though
amazing, looking for udemy course from you.
hehe
Can you give me more videos explaining the buttons in detail in Godot?
What parts would you like to know more about?
@@NagiDev You can teach the necessary knowledge or use in a platform-style game
I've shared all the necessary information about the button in this video. However, I can understand I didn't explain some of the Godot features thoroughly. You can watch my Godot 3 interaction video for some clarity or there's also plenty of videos on TH-cam explaining Godot raycasts, area3D and signals (3 of the Godot features used in this video).
But yeah, I plan on making much smaller videos in the future explaining these concepts for beginners. Cheers!
@@NagiDev Thanks you so much ❤
What if I want to open the door by directly interacting with it?
I mentioned it in another reply, but basically you add an Area3D node to the door scene, add a CollisionShape to it, add the interactable script to the area, and finally connect the signals like in the video.
@@NagiDev Oh, that seems pretty obvious haha I'm so dumb. Thank you so much for the quick reply!
@damnthishandleistaken calling people dumb is not allowed (especially when that person is yourself). You're still learning, it's okay.
you should make a 3D dialogue tutorial pls
Already working on that lol
@@NagiDev thank you I love you nagidev i hope both sides of your pillow are cold tonight
Guide is good, I did find that the way you coded game overs did not have anything about setting the players health back to 100 after restarting right? So I went and tested it and unless I missed something that is the case(I probably missed something) soooo just in case you did not notice that then there you go haha, you respawn with essentially 0 hp
yup I missed that part lol
if i were to interact with a button, how would i go about making it invisible?
If you don't want the button to be visible you can just skip the step of adding a mesh to it
@@NagiDev i mean, after interacting with it, i want it to go invisible. how exactly would i go about that?
To make the button invisible after interaction you can call hide() or $Button.hide() at the end of the _on_interacted() function that is triggered by the interacted signal.
However the button would still be interactive even after being invisible. To prevent that, you can simply call queue_free() instead of hide() to delete the button after interaction; or you can create a variable to store whether the object is interactive or not and set it to false on interaction.
empieza en el 2:40
If I only wanted to add the crosshair to the UI part, do I have to add script to the control node?
If you only want the basic crosshair, you don't really have to add any script.
@@NagiDev thanks!
Everything was going well until the 04:31 label was not projected.
Hi! can you please share in detail the issues you're facing?
Very nice video, the animations a pretty cool :D
Btw, when you set in the code to show what button to press, how can I make it show the mouse buttons like LMB or RMB?
The code shows any other button, but the mouse ones it onlu shows "[]"
This is the code i'm referring to:
action.as_text_physical_keycode()
Heyo! So sorry for the late reply, but I found the solution!
You should update the code in Interactable.gd like so:
if action is InputEventKey:
key_name = action.as_text_physical_keycode()
break
elif action is InputEventMouseButton:
key_name = action.as_text()
Hope this helps! Also, I'll push this code to the github repo. Thanks for the question!
@@NagiDev No problem, thank you so much! that really helps! :D
You made a causality dilemma because where do keys come from? And if you need a key to open a chest then where do you get the key to open a locked door? 🤯
I did not sign up for this 😭
Duuuude where have you beeen?!
Great video, also, can you do a video about enemy movement and animation?
If you do I'll subscribe :)
deal
for some reason my raycast doesn't detect like at all
Enable debug collision shapes from the debug menu and check if the ray cast may be detecting the player body itself. Or maybe you've set the collision layer of the raycast/collision object to some other value?
my bad, i guess i have to make it a child node of the camera so it would go with my screen since i guess that's how I set up my code
Why does this doesnt work on multiplayer only the host can do this
This tutorial only teaches the actual interaction mechanism. For multiplayer games you would have to manage the interaction state across the host and client depending on how you've structured your project.
@@NagiDev i found out how to do it i need to connect it from the script it works now yay
where is The ' GameState ' var ?
Its an autoload script that I created in the previous tutorial.
@NagiDev OK thx ( you r so fast wtf 🤣 )
will it be easy to add this a 2d platformer
great tutorial btw
Yes, you'll have to use 2D variants of the nodes and update the code a bit and it should work.
"This is gonna be a long one" ... 16 min 😂😂
It took me a long time to edit 😭😭
Is anyone else unable to find the "Interacted" signal?
This could be due to a few reasons:
- you might've forgotten to define it in the interactable.gd script
- maybe you named the signal differently in the script
- maybe the script if not attached to the node
- maybe you haven't saved the script yet, so the signal is not showing up in the inspector
Please let me know if I can help, I'd be happy to do so
Oh wow, I found the fix. I overlooked 8:04... Sorry about that. Thank you so much for your help tho! you are def unrated!
a little too fast for me i 'll just to watch it a few times. but seems really info
bro where are u are u dead ???
6 months!! has he forgotten that he has to complete the game ?
I'm trying 😭
@@NagiDev np bro you probably busy with other stuff hope so next vid will be soon and Fantastic 🤙
edit:- please cover these topics - Sprint & stamina, enemy & Npc, it would be helpful
@Husk947 I'm working on NPC tutorial rn lol!
@@NagiDev maybe i saw a npc interaction in old godot 3 interaction tutorial so if you can make tutorial on enemy would be more important ig although npc is also cool
hey bro, can you make a graph edit and graph node tutorial, because I have an idea to make a game engine with godot with visual script as the script component.
bro i wanna say it still feels kinda with all of this much and stuff in scene can u please make a simplified vedio for this again just implementing these systems simple scene altho it seems really goodd for future proof but as a beginner its hard pleaseeeeeee make easy and simplified one 🥲🙏🙏🙏🙏
Sure. Can you share which parts were hard to understand?
@@NagiDev i wont say the whole vedio but for me the whole part for adding functinallity to button were difficult cuse according to me there was so much going on i could wrap my head around most of the things thats why i need a simplified verison and yeaaa overallllll great vedioooooo will ceratinly help me in future also can u make a simplified version for pickables stuff like torch will be gratefull for that 🥲🙏
@quiet5445 ah got it. So the thing is, you can define custom signals in a script which shows up in the node tab (beside the inspector) when you have the node with that script selected. In this video I created a custom signal "interacted" and connected it through the node tab to various functions in other scripts. So for example,
button (Interactable.gd) -> interacted signal -> do_something() (function)
Basically when the interactRay interacts with an Interactable node, the node emits the interacted signal, this signal can be connected to any number of functions in any script. So, when the interacted signal is emitted by that node, all the connected functions are called, and we can put the code we want to run inside these functions like we did in the video.
I hope this helps you understand what's going on in the interaction system. If you still have doubts, feel free to contact me over at Discord @nagidev. Also, I would suggest you to learn more about Godot signals since they are really powerful for all sorts of things.
@@NagiDev thanku very much im just starting on this 3d project and your tutorial be of so much of help as there arent much tutorial on godot 4 on top of that you might not find what youre looking for altho interaction isnt that specific but still there isnt any vedio on youtube other than u that actually helped plus your the only one that replies tbh since getting replies from youtube channels nowdays is next to impossible until unless you comment on a recent vedio surely i would follow u on discord
Hi bro, your videos are really cool, I can see how much you put into each of them. I would like to ask you about shapecast nodes, what get_collider index does ask for? I really need help😢