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Collision and navigation debugging. We added support for debugging collision shapes and navigation polygons, both in 2D and 3D, in run-time. Just select the "Visible Collision Shapes" and/or "Visible Navigation" options in the above menu to enable this. Asset sharing. Feel free to check the Roadmap ).
It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 New asset workflow. Auto-tiling in tile maps. Even converting regular particles to shaders for further tweaking is possible: New asset workflow. VR support.
The collider for my characters was intentionally scaled down just a bit, to help avoid unintended physics collisions from adjacent units. Combatant Assets As part of helping illustrate how you could use physics to select targeted GameObjects, I decided I would put the Warrior and Rat prefabs in the "Hero" Layer.
Some big changes since the previous beta are the promotion of object validity checks to release builds (no more "dangling pointers" release surprises), initial support for Android Play Asset Delivery , and a new ACES Fitted high quality tonemapper. Android: Add initial support for Play Asset Delivery ( GH-52526 ). Highlights.
Those now come with support for attractors, collision , trails , sub-emitters and manual emission. This included adding new collision shapes, cylinder and heightmap , as well as re-implementing SoftBody nodes. Previous versions of the engine provided users with a powerful, but obscured mechanism for preparing imported 3D assets.
The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. I can easily throw ~200 sprites (that all share the same spritesheet) on the screen with basic overlap / collision tests at 720p resolution at a steady 30 FPS. and no WASM.)
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