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The Complete C++ Guide For Unreal Engine

Awesome Tuts

This means that there are different types of variables such as whole numbers, decimal point numbers, strings, and booleans. Integers are whole numbers meaning they can’t have decimal points in their value. A float declared on line 11 on the other hand is a decimal point number. Functions In C++.

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Tiles editor progress report #5

Mircosoft Game Dev

Tile atlas editing. The first mode allows editing the atlas properties and creating/removing base tiles, the second one allows selecting and editing tiles properties, and the last one is to paint properties over the tiles. The view is not constrained anymore and panning can be done with the right click. TileMap layers.

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Breakout: Blocks

The Liquid Fire

Edit Blocks. You could edit them one by one, but that would not scale well, especially if you had dozens or more blocks to fix. Unity does actually have a feature that allows you to perform a bulk edit. Unfortunately, some of the changes that you might want to make will not be supported by a bulk edit, such as in custom editors.

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

Awesome Tuts

To see the available shaders first we need to create a material by Right Click -> Create -> Material: After we create the material, select it by Left Clicking on it, then in the Inspector tab you can see its options. Now that we have the shader, create a new material by Right Click -> Create -> Material.

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Unity Bolt Tutorial: How to Add Triggers & Switches

SOVEREIGN MOON

Manage game collectibles like gold, money or points. 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. We can hit the “edit bounding volume” button here and then just scale our invisible trigger up.

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Release candidate: Godot 3.4 RC 1

Mircosoft Game Dev

Notable changes are in-editor class reference translations (so far Chinese (Simplified), Spanish, and some French), some new rendering features (high quality glow mode, 3D point light attenuation option), and a number of C# marshalling fixes. Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ).

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Release candidate: Godot 3.4 RC 2

Mircosoft Game Dev

Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ). Rendering: Add new 3D point light attenuation as an option ( GH-52918 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Editor: Fix MeshInstance2D edit rect ( GH-54070 ). In-depth documentation is available.

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