David Snopek
David Snopek
While I personally do occasionally have issues with remote debugging not working, for me it's pretty random (like 1 in 100 runs it decides not to work), and I can't...
Hm, I'm not able to reproduce on Windows either. :-/ I tried with Godot 4.2.2, with both the Quest 3 and Quest Pro, and remote debug was working for me...
Hm, ok, thanks! For me, breakpoints and log output are definitely working on all runs (not just the first one). It does look like I'm using a slightly newer OpenJDK...
Thanks, I think this is a great idea! I've had similar issues when porting projects from Godot 3 to Godot 4 - after conversion, they'll sometimes be so broken in...
> Don't we need it for webXR development though? Yes, for the near future we need WebGL for WebXR. There is a proposal for supporting WebGPU in WebXR, but as...
> Chrome has. I know that playcanvas is supporting it already too. > https://developer.chrome.com/blog/webgpu-release/ Are you saying Chrome supports WebXR on WebGPU? Do you have any references about that? The...
I haven't ever seen this manifest as a "frame rate" or "performance" problem, but I can say that WebRTC is hyper sensitive to packet loss. In my testing, if you...
The description on this PR has some decent references about WebRTC, its flow control and `bufferedAmount`: https://github.com/godotengine/godot/pull/50658
@octanejohn: > does this help with running/embedding the game in editor I don't think so. This would allow other applications to embed Godot, but I don't think it would allow...
Thanks! It looks like it's the `OmniLight3D` - if I switch it to `DirectionalLight3D` then the materials render correctly. There's issue https://github.com/godotengine/godot/issues/82278 which is dedicated to this problem. Given that...