Remove Collision Remove Point and Click Remove Texture
article thumbnail

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.

Shaders 90
article thumbnail

Tiles editor progress report #5

Mircosoft Game Dev

In this third mode, I implemented a dedicated editor for tile shapes (collision shapes, occluders, naviagation shapes). This allows setting up tile collisions in a very fast way: Since my previous implementation of panning was not working great in the atlas editor, I reworked it a little bit. Backward compatibility improvements.

Tile 52
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

Maintenance release: Godot 2.1.4

Mircosoft Game Dev

3D editor: Ability to select subscenes when clicking them in the viewport. Physics: Add one-way collision to tile-set/tile-map. Core: Use libsquish to decompress DXT textures. Math: Correct hash behavior for floating point numbers. Physics: Fix one-way-collision detection. Buildsystem: Update gradle to 3.3.

Tile 52
article thumbnail

Make a fully functional calculator in Unity not only for VR, Part I

DameDev.tv

I have also prepared a starter package for you, which includes meshes, textures, materials, and a prefab with an assembled calculator using these assets. In the TMP Importer window, click on "Import TMP Essentials" Finally, expand the Calc game object in the Hierarchy tab. Invoke(); if (invokeOnPressed) { OnPressed?

article thumbnail

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 ).

Mesh 52
article thumbnail

Improvements to shaders and visual shaders in Godot 4.0

Mircosoft Game Dev

You can pass an array filled with textures to the shader with the set_shader_param() function and it should work. A new context menu is called via right-click if nodes are selected. 3D textures now have their representatives nodes in visual shaders: CurveTexture node. Predefined floating-point constants. Context menu.

Shaders 52
article thumbnail

Release candidate: Godot 3.4 RC 2

Mircosoft Game Dev

Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Rendering: Add new 3D point light attenuation as an option ( GH-52918 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ).

Mesh 52