Remove Clipping Remove Collision Remove Mesh
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Integrating 2D and 3D Art: Creating Cohesive Game Worlds 

iXie gaming

This consistency in light behavior and texture fidelity is essential when toggling between flat sprites and dimensional meshes. Depth and Layering Conflicts The Problem: 2D layers clip into 3D objects or float unrealistically. Gameplay Clarity The Problem: Players misjudge hitboxes or collision zones.

Art 52
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Soft Body in Godot 3.1

Mircosoft Game Dev

To create a Soft Ball is to add a SoftBody node and add a mesh to it, in this case I used a sphere maded in Blender (I used a custom mesh because the sphere created dynamically by Godot is not completely closed, but just for a test you can use it). Now open the PlaneMesh properties and set the size( x: 0.5

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Unity Bolt Tutorial: How to Add Triggers & Switches

SOVEREIGN MOON

However, if we jump back into our inspector tab and select “is trigger”, essentially, we’re changing this object from a collision object to a trigger object. So what we’re saying here essentially, is that “on collision” we want Bolt to look for the tag of this particular game object. So we need to find the tag of our game’s character.

Code 52
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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. On line 33 we have the fragInput struct which has one float4 variable that will give us information about the screen space position.

Shaders 90