Remove Alpha Remove Collision Remove Localization
article thumbnail

Creating a See-Through | X-Ray Effect In Unity – Shader Tutorial

Awesome Tuts

The vert function on line 37 uses UnityObjectToClipPos which will transform the mesh vertex position from local object space to clip space. The idea here is that we’re going to use the alpha channel of the material color to make the material transparent. Then we indicate the end of the shader code on line 47 with ENDCG.

Shaders 90
article thumbnail

The next big step: Godot 4.0 reaches Beta

Mircosoft Game Dev

with 17 alpha builds distributed in 2022, and continuous development effort since 2019. You may have already seen some of this content on social media, in blog posts, or in alpha release notes. Those now come with support for attractors, collision , trails , sub-emitters and manual emission. It has been a long road to Godot 4.0

Beta 52
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Lesson 4: Creating and Using Scripts

Game Designing

So if there was collision to happen in the scene, this would have a method to handle it. So if I type scale, you can see there’s no scale variable, but we have local scale that’s good enough. So if we hover over local scale, you can see it’s a vector three. You could just do five, which is alpha five.

article thumbnail

Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

It parses your code and automatically understands what you are trying to do (such as writing to alpha for transparency, reading from screen, etc.) The get_node() function also got syntactic sugar to obtain nodes in the local scene tree by writing less code, using the $ alias. Exposed grid snap and local axis transform in toolbar.

Render 52
article thumbnail

GLES2 and GDNative, progress report #6

Mircosoft Game Dev

If a hash collision occurs then the elements will be chained in a linked-list kind of manner. If a collision occurs then the next free spot will be used. If a collision occurs then the next free spot will be used. This makes lookups more memory local. This has been resolved now and shouldn't cause any issues from now on.

Pixel 52