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Hi, I'm having an issue with auto tiles.

Specifically the waterfalls, which, won't animate?

I copied the code from the documentation and even that doesn't work.

It's a neat plugin, but it dose have it's troubles with placements which can be worked out or worked around. Though I've only tried the demo which I don't know the differences between the demo and paid versions.

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First of all, I'm so grateful for this plugin! It is exactly what I dreamed for an easy 3d RM experience. But I was running into some trouble with trees. It seems that trees wider than one tile will not display right? For example, in the default assets there is a tree two tiles wide.

If I wanted to put in some of those sorts of trees (or tiles with a large size in general), is it possible? How can I achieve it? I am following a tutorial that showed me how terrain tags can make the one-tile trees stand up, but when I use the same method on the larger trees they look wrong.

EDIT: I found an example for the large tree in the project, so hopefully I can work with larger trees now somehow. I tried following your link to chat on discord about questions but it leads to a "page not found."

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I have some questions.
Are there future plans to add support for 3d models with the ".vox" file extension?
Is there 3d model support for characters?
Ok, thanks.


I appreciate this plugin.

[ mv3d disable ]
[ mv3d enable ]

I have a request regarding the specification of this code.

Migrating to another map resets this code.

So, can't this code be a function to keep?

This is because I want to display some maps in 2D.

For 2D maps I used to do "mv3d disable" first.

But I ran into a problem when the map had a lot of events.

Even if you execute " mv3d disable " first, "MV3D" will read the event information before that.

This makes the process very slow.

Sorry for the long comment, thanks!

thank you for all the updates and work you're doing


I appreciate this plugin.

I have a question.

If you click the model (obj) with the mouse, the player moves to the event ID.

Is it possible to disable this behavior?

I made a big building with model (obj).

This building is background and this event id has no meaning.

You're right, that certainly isn't the desired behavior. The current mouse input system wasn't designed with large objects like that in mind. Currently if a clicked mesh belongs to a character, it's set to move to that character's location, but it might be best to remove this behavior and move directly to the clicked point instead.

    const raycastPredicate=mesh=>{
        if(!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable){ return false; }
            if(mesh.character.isFollower||mesh.character.isPlayer){ return false; }
        return true;
        const intersection = mv3d.scene.pick(TouchInput.x*mv3d.RES_SCALE,TouchInput.y*mv3d.RES_SCALE,raycastPredicate);
            const point = {x:intersection.pickedPoint.x, y:-intersection.pickedPoint.z};

Here is some modified code with the undesired behavior removed, you can load it as a plugin after mv3d. I hope this works for you!

Thank you for your reply.

 I don't know much about the program.

 Should I add this code to the last column of the "mv3d" plugin?

Hi there, I'm pretty much in love with this project, but I do have one question.

Is there any way to 'lock' the movement direction?

I'm making heavy use of Camera angles in my game, and it generally looks great.  However, sometimes, when going into a side area, and the camera turns to follow the player's movement, the games directions automatically shift so that 'left' is now 'diagonal'.  

While I'm actually fine with this in general, it'd be nice if, while the player holds down the movement button, they wouldn't be affected by the direction change.

Similar to Final Fantasy X when the camera changes at certain points.

Or even just disable it on certain maps, so on this map, up always goes this direction, but on a different map, up always goes that direction.

Sorry for the long comment, thanks!

Hi, sorry for the late response. If I understard, you want to disable the feature that changes the input direction to match the camera orientation? I don't think I've implemented an option yet to disable this. However, I think some plugins that change input sometimes might break this depending on the load order, so you could potentially mess with that.
Another possible solution is to disable diagonal movement when you're in the side areas. You can do this using the following plugin command
mv3d set diagonalMovement false

Rather than disabling it entire, I was wondering about using a Plugin Command to either choose which direction is which, or make it so up/down/right/left are always cardinal directions, without losing diagonal functionality.

As it is now works for what I want, but it limits the angle at which I can put the camera while keeping the controls coherent for the player.

Altimit Movement sort of does what I want, but that plug in is sort of a buggy mess and seemingly no longer in development.

I don't think there's a built-in feature that does what you're asking, but by modifying this function I think I was able to get the behavior you're asking for. It makes it so inputs are always in cardinal directions unless you're pushing more than one direction.

    let dir = mv3d.DIR8MOVE ? Input.dir8 : Input.dir4;
    let yaw = mv3d.blendCameraYaw.currentValue();
    return mv3d.transformDirection(dir,yaw);

You can load the script as a plugin after mv3d.

Qmovement is also available as an alternative to Altimit movement, if you want to try that.

QMovement also has the same problem(also a weird bug if you go diagonal on slopes), however, this did exactly as I wanted, I really appreciate it, thanks!

Is there a way to have the plugin start disabled and remain disabled until I use a plugin command to change it? 

I'm aware that  it can be toggled off but that is only until the player travels to a new map and it gets reset to enabled every time.

This makes me unable to use the plugin because only a few certain sections of my game will be rendered in 3D and I can't seem to find a way to have it remained disabled conveniently until I need it without using extremely tedious eventing in every single map to make sure it's off. 


Sorry for the late response, in the plugin parameters you can set up the default settings for maps. If you disable it there, then it will be disabled for every map until you turn it on.

hello, I really like the mv3d system, however, I bought the
 official version, and whenever I turn the mouse, it starts 
to leak a lot, and the faster I turn, the less actually turns.
 if i put the demo in my project, this problem goes away.

is it not possible to use the show picture event command with mv3d? it doesn't work and for some reason i cant find any information about it anywhere, not even on the wiki.

Sorry for the late response, the show picture event should work fine. Try testing it on a fresh project with the plugin.

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its posible a shape wall follow the camera?

Sorry for the late response. The board shape might be what you're looking for. It always has the edge facing upward, like the wall shape, but turns horizontally to face the camera like the sprite shape.

Which one is easier to use? I thought MZ version because tiles layer, or not?

They're both about the same in terms of ease of use, just depends if you want to use MV or MZ.

I already bought the MV version but in some maps(like light room) run with lag, also the initial map and in the demo run fine :(

Is this only for projects, or does it work for existing games, as well?

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When I use the plugin command mv3d camera dist 0 it sets the view to 3rd person, but my character's view is slanted downwards. how do I fix this?

I was thinking of buying your 2 plugins. I was wondering if you had any plans to make it when in 1st person view that it only moves 1 tile when the arrow keys are pressed? Like in the VX script that the Japanese person did, in blue bullet, also like in might and magic and Phantasy star 1.

Is there a difference between the paid and demo version? And can the demo version be used in commerical games?

The paid version has some features not in the demo version. If you want to use it for a commercial project you'll need the paid version.

Just bought the premium version (7.3) and when I play in first person only of my project. When I turn with the mouse it starts to lag extremely. Also when turning with keyboard.

Wondering if I overlooked something? but it worked better with the demo version. Is it the lighting? (set it to low on shadows), no difference on high or low.

Hope to get help with this, possibly the only thing that stops the game to go into its Alpha phase.

PLEEEEEASE send me the solution.

Sorry, I'm not sure. I haven't encountered the issue. If you join the discord maybe someone there can help you.

Ok, I found out that the skybox thing was the culprit so I can't use images for north, south and so on.

Another thing that I just can't get to work is when I export my 3d models from blender with its mtl file and showing correctly with my image texture in blender. I don't see the texture on my model in RPG Maker.
So my question would be, how do I get my image texture to show on my 3D models in RPG Maker as well?

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Hi Cutievirus! First I want to thank you for this wonderful plugin!

However, version 7 seems to have broken camera distance option. I'm using this plugin for making a first person grid-based dungeon crawler. With v0.6.8.2 I was able to move camera to 0.2 in the map notes, which made everything perfect. Now with v7 no matter what value I put there, camera distance is at least 0.5 which causes this weird shake effect every time I turn that I can't get rid of. Also that distance is little bit too much and causes bunch of other problems. Has the camera distance parameters changed?

Edit: I posted a short video clips at your discord's tech-support channel to showcase the problem.

I use premium version.

Edit: Problem solved.

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Hi folks! I made two sites for anyone who is looking for a quick 3d model sample for their game. I hope this help.



Hello! I absolutely love this, thank you for making it and sharing it! I have one thing though, I've taken your demo apart bit by bit and still I cant figure out how to do this: How does one make walls between the player and the camera invisible? So you can still see what you're doing while inside, like in your demo. I hope that makes sense!

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you make the top of the wall invisible with top(B,0,0)

you also need to make sure backface culling is on in the settings

Hey Cutievirus. I am curious in regards as to the new 7.2 update. What is the formula utilized to create custom meshes?

I made a post about it here Configuring Meshes | Cutievirus on Patreon

I wounder what the update will be for 2022

Is this the premium version?

Yes, it is.


i'm having trouble with some sprite transparency.  i have a sprite that uses transparency, but when i put it in MV3D, it doesn't have it.

How it's meant to look:

How it looks in game:

I currently have no other plugins, and i have no idea what could be causing this. help?


I need help with this MV3D, please tell me. I downloaded the MV3D plugin and I want to test it out in my game to see if this is working. This gets me an error when I play it and is the following: 

what do I have to do to fix the problem?? Do I have to get the RPG Maker MZ in order to work?? Where is the MV3D plugin them?? that might be a error of spelling maybe?? please, I need your help. I am hoping for your reply. Thanks in advance.


could you not hijack my question with your own?


I am so sorry. I don't have nowhere else to ask. and the Discord server is not working for me on this page. But could you at least tell me the reason is not working for me?? :( 

You can use <mz3d:alpha(1)> in the event note to tell the plugin to use alpha transparency for the event. (sorry for the late reply)


Just purchased and real excited to use it


I need help with this MV3D, please tell me. I downloaded the MV3D plugin and I want to test it out in my game to see if this is working. This gets me an error when I play it and is the following: 

what do I have to do to fix the problem?? Do I have to get the RPG Maker MZ in order to work?? Where is the MV3D plugin them?? that might be a error of spelling maybe?? please, I need your help. I am hoping for your reply. Thanks in advance.

hi, nice plugin, i have a question, there is way that this plugin can be compatible with galv's plugin of shoots on map?

Hope all is well! Thanks for all the updates! :)


How do you make the tiles on the edge of the world look infinite (like an ocean or water) so that it doesn't feel like your are about to drop off of the edge of the word? *Great script. I bought the full version.

the edge clamp function in the documentation

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I tried this. Very cool! I'm making a game with it, and it has helped a lot.

I'd recommend it for 3D Platformers and many games that take advantage of this plugin in general.


Thank you for making and updating this plugin! Hope you got your vaccine!

The event command Change Tileset doesn't work when this plugin is on, but does work when it is off.

1) A nifty guide on how to use notetags for events and tilesets:

2) How do I stop the camera panning up from the bottom of the map/under the map whenever I turn the plugin on. I don't get why the camera views starts at the bottom of or underneath the map.

Hi, how can i change an event z by script? I changed its _mv3d_z to a higher number but it had kept jumping back to  origin value

Are specialized assets needed usually? As it is doors and plants seem to be floating when they're at the correct 2D place...

No specialized assets are needed, but events might need to be configured to appear how you want. See the demo project.

nella versione a pagamento il personaggi si muove in 8 direzioni , come lo modifico in 4 , e il contatto discord e scaduto 

Do you have a discord available for people to ask debugging questions?

There's a link to it at the top:

I bought the plugin a few months back but can't seem to find the premium edition in my purchases? Is it a separate purchase from the plugin?

From what I can gather, it's literally nothing more than a few changes in the plugin. Look at the bottom of, it gives a brief rundown of the new commands there.

For example: "3D models can be imported using the model() function. For example, model(filename.obj) will load filename.obj from the models folder." - this command only works in the Premium plugin (mv3d-plugin, not the demo one(mv3d-plugin-demo

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