Troubleshooting
Common pipeline issues and fixes
GLB import issues
- Correct export settings: in Blender’s GLTF export dialog check Custom Properties, Cameras, Punctual Lights, and Remember Export Settings before saving to your Godot project folder.
- Missing behaviors: ensure Custom Properties are enabled in the Blender export dialog so metadata reaches Godot.
- Stale data: after re-exporting, let Godot reimport the GLB to refresh metadata.
- Wrong scale/origin: apply transforms in Blender before export; FPE uses the mesh to build triggers areas.
Runtime hiccups
- No input: verify the plug-in is enabled and that the Folded Paper Engine node’s
Capture Pointermatches is configured as expected. - Music or speakers silent: confirm paths are correct and that autoplay is set if you expect immediate playback. Speakers clear when nodes are removed, so check node names match command targets.
- Triggers not firing: make sure trigger groups match and the initiator is a
RigidBody3D. - Removing one-shot triggers: animate the trigger out of the way after it fires, or place it in a group and call Delete By Group so it disappears after one use.
- Stuck UI overlays: if a fade or prompt hangs around after a level load, ensure the sub-scene hosting it is unloaded or removed from any persistent groups.
Level flow
- Paused controls: if movement is frozen, check the global deactivate flags (player controls, character movement, etc.). Commands may have toggled these during cutscenes.
- Missing transition fades: load the fade sub-scene just before running Load Level, then unload it in the new scene once the player regains control.
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