This site is currently in read-only mode during migration to a new platform.
You cannot post questions, answers or comments, as they would be lost during the migration otherwise.
0 votes

I have a "3D in 2D" setup, very much like in this asset, where a 3D viewport (with an always update mode) is used as a texture for a 2D sprite node.

When the scene is loaded, I see a significant (~1s) delay between when the whole scene is shown, and when the viewport is rendered. Is there a way for the scene tree to wait for the viewport to render, and only then show it all?

enter image description here

Godot version 3.5-stable
in Engine by (143 points)

add an intro scene. Sample the "intro scene" as the room changes.
"intro scene". Let it be black (sprite). and add animation. sprite - visibility/modulate/
add the "second room" to the scene when the animation starts

or use TÄ°mer

I tried adding some animation, but due to the order in which things are rendered and unpredictable loading times, Godot starts by first showing the full frame without the 3D character, then the character is loaded, and only then the black animation starts.

1 Answer

0 votes

I ended up following this tutorial explaining loading the resources (for me: scene) in a separate thread to avoid showing the user the scene which is half-constructed.

by (143 points)
Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read Frequently asked questions and How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to [email protected] with your username.