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Godot Engine – Multi-platform 2D and 3D game engine
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GI-Probe/Light Baking documentation lacks an important piece of info #25395

Open Ace-Dragon opened 5 years ago

Ace-Dragon commented 5 years ago

The fact I didn't know about this from reading the documentation prevented the use of GI-probes in my game until just today.

The piece of info lacking in the docs. is this. That being that GI-probes and baked lighting will only work if the nodes are in the first level of the scene tree.

So for instance having Top Node > GI Probe will work, but having Top Node > Probes > GI Probe will not. I don't know if this is by design or if it can be treated like a bug, but I imagine it would throw a lot of people off if they like to categorize their nodes.

reduz commented 5 years ago

It worls children and grand children od the parent node.. this should actually be modified with a root parameter..

On Sun, Jan 27, 2019, 20:59 Ace-Dragon <notifications@github.com wrote:

The fact I didn't know about this from reading the documentation prevented the use of GI-probes in my game until just today.

The piece of info lacking in the docs. is this. That being that GI-probes and baked lighting will only work if the nodes are in the first level of the scene tree.

So for instance having Top Node > GI Probe will work, but having Top Node > Probes > GI Probe will not. I don't know if this is by design or if it can be treated like a bug, but I imagine it would throw a lot of people off if they like to categorize their nodes.

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Calinou commented 3 years ago

@Ace-Dragon Can you (or anyone else) still reproduce this bug in Godot 3.3.3 or any later release?

If yes, please ensure that an up-to-date Minimal Reproduction Project (MRP) is included in this report (a MRP is a zipped Godot project with the minimal elements necessary to reliably trigger the bug). You can upload ZIP files in an issue comment with a drag and drop.

Ace-Dragon commented 3 years ago

Hi. I haven't used Godot 3.x in a while, instead slowly creating an overhauled version of my game project in dev. builds of Godot 4 (to use the SDFGI along with GDScript 2.0). I know it is still pre-alpha, but there has been a marked increase in the ability to tinker and try things out compared to last Spring even.

I can put together an MRP since it shouldn't take much time to create one (that is, when my PC is not doing something else like Cycles rendering).