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You can load maps and build them at runtime by setting a QodotMap's map_file to your map, then calling verify_parameters(), then build_map() on the node.
I remember people running into dependency errors with their export settings, so I'm hoping someday I can write out the full method for this (including export settings) and add it to the docs.
As an alternative to supporting runtime loading, depending on the project, you can save your complete QodotMap builds as .tscn scenes, and just load those scenes. It's undeniably faster to load Godot's own data structures from your hard drive than it is to perform the entire build process in QodotMap which relies on various multithreaded API calls.
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