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(+1)

Will this work with Godot 4.3 ?

(1 edit)

Hello, great job, but how can I change the moon to a different one?

Wanted to add this comment since not everyone will see the reviews.

It's working in the newest version of Godot 4 and it's really nice! The code is easy to follow so if you do need to customize it more you won't have any issues.

Took me 15 minutes to tie it into all my current time systems and it feels like it was always the core of the time system.

(1 edit) (+4)

As of 6/24/2024 using Godot 4.2.2 Stable, I had to make sure the folder was just "GodotSky" and not "GodotSky 1.2" then I disabled any enviroment add ons I added, got rid of them out of my scene. Closed Godot, moved the "GodotSky" over to the res:// folder and then added the .tscn to my scene. After that it just worked, otherwise I had to keep fixing things. 

Thank you for this!

Hi, it looks awesome! Can you share how much it affects performance? Is it working in 4.2? Does it only work in Forward+ ?

(+2)

I was wondering the same (using 4.2.2) and just bought it, here is what I found in the last hour:

  • It’s assumed to be put in the root of the res:// directory otherwise not all files/assets are found. I had to change the paths hard-coded in the code to fix that (because I want my addons in the addon/ directory);
  • Lighting changes as expected, although it’s pretty dark by default because of the failures in loading properly the assets and the default environement is the default of godot, which is bad by default visually.
  • In the GodotSky node I tried to change the “Environment” to one generated by “Instant Realistic Light” but it failed because of a looping error: “res://addons/GodotSky/Scripts/GodotSky.gd:71 - Invalid call. Nonexistent function ‘set_shader_parameter’ in base ‘PhysicalSkyMaterial’.” - clearly it needs the provided sky preset resource to work, so I changed that to keep the sky preset provided and it started to work together.
  • When activating the “simulated time”, the “rate of time” is too fast even with small values, I think something is either wrong in the maths precision or it’s intended to be changing through a value set in code.
  • Note that for some reason the light-cycle is updating while in editor, which is annoying. It’s easy to remove the @tool marker or activate the realtime only on play to fix that.
  • For some reason the mesh for the Sun is set to cast it’s shadow, which makes a circle shadow on the ground for me, easy to fix by deactivating that shadow (on the mesh, not “cast sun shadow” as that controls if the sun cast other object’s shadow). Not that it’s not a problem for the moon obviously.
  • For some reason I can’t see the stars and the clouds, neither the moon and the sun but these appear when close to the horizon. I think something is wrong in the mix of environments but it’s probably my mistake.

All in all:

  • it seems to work with Godot 4.2.2
  • it’s not well thought as an addon, lots of incorrect assumptions unspecified
  • I see no documentation as to how to properly set it up

So I guess it is usable but requires some tweaks.

Wow, thank you!! Such an extensive review
How's the performance?
Did you try switching to Compatibility rendering?

(+1)

No I was experimenting in a prototype project which was created with desktop in mind, so I didnt try anything “reduced” in capacity. Also I only tried on Windows.

(+1)

BTW I intend to retry with a fresh project when I find a few minutes, but if you do that before me I’m interested in issues you’ll find. I suspect my viewpoint is very programming-centric and might not reflect the experience of most Godot users.

(1 edit) (+2)

Ok I took the time to re-try using that addon in my prototype, I reverted my changes and that time put the content of the zip in the root directory of the project (which is what that addon expects, with hard-coded paths…) Once I removed my scene’s environment (that was from “Instant Realistic Light” and just added the GodotSky node, I am now able to see the sky properly, with decent lighting. I with there was an easy way to mix both though, but I can do an approximation manually.

Anyway, it works (ignoring the hardcoded paths issue). (again using v4.2.2)

(+3)

Looks great! I'm interested in using this for commercial projects. What's the license?