Remove Asset Remove Code Remove Collision
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Godot XR update - February 2025

Mircosoft Game Dev

from GitHub or the Asset Library. Support of the Platform SDK in the Godot Meta Toolkit is done using code generation, which automatically generates the Godot classes by processing the Platform SDKs official C headers. from GitHub or the Asset Library. from GitHub or the Asset Library. You can download version 1.0.2

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Godot's ragdoll system

Mircosoft Game Dev

To show you how to use it, I will apply it to the Platformer3D demo that can be downloaded on GitHub or on the Asset Library. Collision shape adjustment. After cleaning it up you will have to adjust the collision shape and/or the size of physical bones in order to match the part of body that each bone should simulate.

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Pushing Unity to the Limit: How to Optimize Performance for AAA-Quality Gameplay 

iXie gaming

Systems, assets, and code paths are planned with the lowest viable target device in mind, including Xbox One S, Steam Deck, and mid-range Android hardware. Asset Optimisation That Prevents Late-Stage Rework First impressions matter. Code Architecture That Protects Responsiveness In Unity, the main thread is sacred.

AAA 52
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Breakout: Blocks

The Liquid Fire

Left-click and drag the original Block from the Hierarchy window to the Project window, and drop it onto the “Assets/Prefabs” folder. Either way, the Inspector window will be showing values of a Project Asset, and any changes made, will effect all instances of the prefab. Copy the following code, and then save your script.

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Object Placement on Terrain (Mesh)

Mnenad

This chapter is all about how I solved it (so far) to be able to place all kinds of assets like 3D-meshes or self-growing fractal seeds on the terrain. The code calculates Instantiations (spawning assets with the given parameters), which is quite heavy for the system to calculate. Before we start.

Terrain 52
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Godot Engine reaches 2.0 stable

Mircosoft Game Dev

Initializing class member variables can be quite of a hassle, code such as this is common in GDScript: The 'onready' keyword allows initialization of class member variables at the same time when _ready is called, saving some code: But doing this for autoloaded scenes can still be a hassle, as it has to be done every time a script is created.

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Godot Tutorial: The Basics For Beginners

SOVEREIGN MOON

Sovereign Moon Studios is dedicated to helping game enthusiasts bring their creative visions to life by teaching them how to make a video game from scratch without having to know how to code or draw. . This is the dock that lists your active scenes assets. A Crash Course Into The Basics of Godot’s Game Engine.

Asset 52