Good First Issues in Gdscript
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Live Good First Issues (9)
Real-Time Open GitHub Issueshttps://docs.godotengine.org/en/stable/tutorials/inputs/handling_quit_requests.html#sending-your-own-quit-notification
Summary loadAchievements (and the underlying AchievementsClient.load call in the plugin's Android bridge) unconditionally triggers per-achievement icon fetches via ImageHelper.kt::savePngToDevice. There is currently no way to opt out short of forking the plugin. Many games use Google Play Games achievements purely as a server-side unlock backend — calling unlockAchievement / incrementAchievement and reading isUnlocked state to gate content (palette unlocks, level access, cosmetics), while presenting all UI through custom assets. For these applications the icon fetch is pure overhead: every cold launch downloads icons that will never be displayed. Proposed fix Add an optional boolean parameter that defaults to true (preserves backward compatibility — existing apps that show Google's UI / icons are unaffected). Apps that don't need images pass false: PlayGamesServices.loadAchievements(force_reload: bool, load_images: bool = true) Implementation: gate the ImageHelper.savePngToDevice i
The plugin seems to work well for me in the editor/when I run the game in-engine, but all of the tiles fail to show up when I export my game. I'm using the most recent version of Godot, though I've been experiencing this issue for a long time now. Any ideas on potential fixes?
Hi, First, thank you for this plugin — the documentation and README are excellent and the node-based architecture in v3.2.0 is a big improvement. I'm Rezelin, solo developer at Goblin Shaman Games, working on Space Cat Arcade Adventure (published on Google Play). I've been debugging a persistent DEVELOPER_ERROR on every authentication attempt and wanted to report it in case others hit the same wall. Environment: Plugin: v3.2.0 Godot: 4.5 stable Android target: Google Play open testing track The Problem: Every sign-in attempt fails with DEVELOPER_ERROR. The full logcat output shows: E PlayGamesServices[SignInAuthenticator]: **** DEVELOPER_ERROR W SignInPerformer: Failed to authorize request [eyi{ clientPackageName=com.goblinshamangames.spacecatarcadeaventure, requestedScopes=[https://www.googleapis.com/auth/drive.appdata, https://www.googleapis.com/auth/games_lite], shouldIncludeAllGrantedScopes=false, gamesAutoSignInPolicyAction=APPLY_AND_APPROVE }] resul
When downloading an editor version, the progress of the download slows down a lot (maybe >10x?) if the application window loses focus. Download speed resumes to normal speed if focus is regained. This seems to be the culprit: godots/src/main/gui/gui_main.gd Lines 142 to 148 in 72d4df0 func _notification(what: int) -> void: if NOTIFICATION_APPLICATION_FOCUS_OUT == what: OS.low_processor_usage_mode_sleep_usec = 100000 elif NOTIFICATION_APPLICATION_FOCUS_IN == what: OS.low_processor_usage_mode_sleep_usec = ProjectSettings.get( "application/run/low_processor_mode_sleep_usec" ) I've played around with the HTTPRequest in
I am currently looking for help with code optimization, mainly cpu and physics heavy calculations. I can't seem to find any help at the moment, if you know a thing or two, that would be appreciated. with more features and stuff added, it was bound to happen unforunately, this issue is where code optimization discussion is held, no need to open other issues.. comparison.mp4 left is old, right is new
There are many cases where users want to group up a chunk of logic inside an Event Sheet and reuse it in multiple places without duplicating Actions. Common examples include: Moving the player Running a transition sequence Recalculating stats after a level‑up Any multi‑step sequence that appears in multiple Events Right now, FlowKit doesn’t offer a way to define reusable logic inside the visual scripting interface. Everything must be either duplicated or pushed into GDScript, which breaks the visual‑scripting workflow. If you agree that FlowKit could benefit from a built‑in mechanism for local, reusable logic, I’d like to propose Subsheets: a visual‑scripting version of local/nested functions in languages like C#, JavaScript, and Python. What Subsheets Are Subsheets would behave like Event Sheets, except... They can only be created from within the Event Sheet editor They are attached to a specific parent Event Sheet They are not global assets. They exist only as part o
A good example scene to test this functionality would be one for a quiz game. If you agree, feel free to make a Task Issue and assign it to me @Lexian-droid Originally posted by @CG-Tespy in #53
controllers can't interact with the popup because no button automatically grabs focus
Top Gdscript Repositories with Beginner Issues (10)
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A general purpose mod loader for GDScript based Godot Games [3.x/4.x]
A Godot 4.x plugin for integration with Google Play Games Services
An Open-source PNGTubing app :D
Open-source VTuber software using Godot Engine!
An automatic, real-time dual-grid tileset system for Godot
An addon for Godot that adds a visual scripting solution, inspired by engines such as Clickteam Fusion 2.5 and Construct's event sheet editors.
Block-based visual programming plugin for Godot
Ultimate go-to hub for managing your Godot versions and projects!
Generic template for Godot games
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