Closed RandomShaper closed 6 years ago
I'll address 1 and 3.
Regarding 2, you have to create a scene that inherits from it. That's one of the options you have in the dialog that appears when you open the .gltf file. That's just how Godot works.
1) I can't reproduce that. Can you send a screenshot? 3) The file size is obtained when the download is requested so it can't be known beforehand, unless there is some property about it in the model JSON. I've not been able to find such field.
I have also this, but I'm not sure if it's related
OpenGL ES 3.0 Renderer: GeForce GTX 1060/PCIe/SSE2
OPENING: D:/Sketchfab/godot-plugin (D:::Sketchfab::godot-plugin)
running cmdline: "D:\Desktop\godot.windows.opt.tools.64.exe" "--path" "D:/Sketchfab/godot-plugin" "--editor"
OpenGL ES 3.0 Renderer: GeForce GTX 1060/PCIe/SSE2
EditorSettings::_get - Warning, not found: interface/editor/display_scale
SCRIPT ERROR: _get_editor_scale: Invalid call. Nonexistent function 'has' in base 'EditorSettings'.
At: res://addons/sketchfab/plugin.gd:55
ERROR: Object::get_meta: Condition ' !metadata.has(p_name) ' is true. returned: Variant()
At: core\object.cpp:1025
SCRIPT ERROR: get_plugin_icon: Invalid operands 'Nil' and 'float' in operator '/'.
At: res://addons/sketchfab/plugin.gd:26
ERROR: Object::get_meta: Condition ' !metadata.has(p_name) ' is true. returned: Variant()
At: core\object.cpp:1025
SCRIPT ERROR: _enter_tree: Invalid operands 'Nil' and 'float' in operator '/'.
At: res://addons/sketchfab/Main.gd:56
ERROR: Object::get_meta: Condition ' !metadata.has(p_name) ' is true. returned: Variant()
At: core\object.cpp:1025
SCRIPT ERROR: _ready: Invalid operands 'Vector2' and 'Nil' in operator '*'.
At: res://addons/sketchfab/Main.gd:61
erasing C:\Users\Sketchfab-VR-Laptop\AppData\Roaming/Godot/projects/godot-plugin-e5b32650bdb348f300125db67e29cd58/filesystem_update3
I don't have these errors on master branch (and the logo is shown)
Definitely helpful! PR updated with fixes.
Thanks, I'll test, merge and release a new version today.
@RandomShaper Sorry for being a bit laggy on this. For the download size, in Unity plugin we request the link when the model page is shown and update the download button with the size that is parsed from the response.
Would it be possible to have this here too ? Thanks
Done!
Thanks, looks good 👍
@RandomShaper Should we still tell the user to use the custom Godot build or is it fixed in official Godot releases ?
@RandomShaper Also, there are new feedbacks on the plugin (that have been tested on another machine):
There are still UI issues on 4K screen:
in the login window, User
textbox hint should be replaced by Email.
Sadly, Godot 3.0.3 has not been released yet, so the custom build is still needed.
No problem in changing the placeholder text, but as long as I can log in with my username, maybe "User / E-mail" would be better. What do you think?
Regarding the UI issue, it seems the plugin isn't being able to determine the right editor scale. What are the settings for editor scale in that Godot installation? (You can find it in editor settings.)
@RandomShaper Thanks for the updates Here are a few feedbacks:
It has not been tested on high DPI yet.