Limits and troubleshooting¶
What RedGem does not do yet¶
Knowing this up front saves time:
- Input is keyboard, mouse and one gamepad. Keys and buttons cannot be rebound by the player.
- In-game interface is texts, rectangles, images, buttons and text fields you draw each frame. There are no sliders or layout containers.
- Particles are let out in bursts, as dots or pictures. They do not collide and are not lit.
- Animation: a character plays one clip with a second mixed over it. There are no blend trees, no animation events and no inverse kinematics.
- Multiplayer has no matchmaking and no lag compensation; playing over the internet needs a relay you run, or a forwarded port (see Multiplayer).
- Platforms: the editor is developed on Linux; the Windows download is experimental. Games are built for Linux, Windows and Android (no iOS, no web).
- Scripts are loaded when you press Play; they are not reloaded while the game runs.
Common problems¶
The editor does not open from Docker.
Your session must use X11 (echo $XDG_SESSION_TYPE prints x11). The launcher
tools/docker/editor.sh allows the container on your display and removes that permission when
the editor closes.
The build fails looking for X11 headers.
Install the development packages listed in Install. If you cannot install
packages, tools/setup/fetch_x11_headers.sh extracts the headers into the project.
My script does nothing.
Look at the Console: a script with an error is switched off and reported there. Check that the
class name matches the file name (moving_door.rb defines MovingDoor) and that it inherits
from Behaviour.
on_trigger_enter never fires.
The object needs Trigger on, and the thing entering must be a character, a dynamic body or a
kinematic body. Static scenery does not set triggers off.
The hero falls through a platform I move from a script. Give the platform a kinematic body. A static body is not meant to move.
The game is slow on a laptop with two graphics cards.
RedGem asks for the dedicated card and logs which one it got when it starts. To choose:
Edit > Graphics Card in the editor, or start with --gpu dedicated.
I changed the level in Blender and the editor did not update.
It reloads scene.glb by itself when you have no unsaved edits. With unsaved edits it asks.