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How to programmatically access to assets when in `executeInEditMode`

Cocos

I’m trying to write a script to import assets from DLtk export and I need some advice. the idea is to use a data.json as entry point and parse it to build different nodes with attached images and polygon colliders so that the user can add its own script to every layer. You already do a similar thing with Tiled tile maps.

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Dev snapshot: Godot 4.0 beta 10

Mircosoft Game Dev

Some of the most notables feature changes in this update are: 2D: Simplify isometric tile shape polygon in TileSet to 4 vertices ( GH-70238 ). AssetLib: Add support for svg images in the asset lib ( GH-70317 ). Navigation: Use TileSet navigation layer layers when TileMap generates navigation polygons ( GH-69349 ).

Beta 101
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Godot 1.1 is out!

Mircosoft Game Dev

2D Shadows with Polygonal Occluders. Improved Isometric TileMap Support (proper Z ordering of tiles and children nodes). New 2D Navigation Polygon support, for efficient 2D pathfinding. Navigation Polygons can be edited visually and combined, disabled, etc. 2D Materials. 2D Independent Z ordering per-node.

Polygon 52
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Dev snapshot: Godot 4.0 beta 10

Mircosoft Game Dev

Some of the most notables feature changes in this update are: 2D: Simplify isometric tile shape polygon in TileSet to 4 vertices ( GH-70238 ). AssetLib: Add support for svg images in the asset lib ( GH-70317 ). Navigation: Use TileSet navigation layer layers when TileMap generates navigation polygons ( GH-69349 ).

Beta 78
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Atlas support returns to Godot 3.2

Mircosoft Game Dev

When working on tile-sets, it's normal to have everything already drawn to a single texture but if the level uses a lot of separate images, then using an atlas may make sense to improve performance. All your assets will be re-imported and added to an atlas. Here are such cases: Batching. It also means that it can be batches.

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

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.

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Godot Engine reaches 2.0 stable

Mircosoft Game Dev

We added support for debugging collision shapes and navigation polygons, both in 2D and 3D, in run-time. Just add enemies, move them around, change their properties, add colliders, platforms, tiles, etc. Asset sharing. Godot community keeps growing and users keep producing more assets, scripts, modules, etc.