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Godot XR update - February 2025

Mircosoft Game Dev

Features The StartXR startup script has had a cleanup pass, it now: Properly handles the passthrough system changes in Godot 4.3. Features Update OpenXR to Khronos 1.1.41 release This version of XR Tools has been updated to contain Godot 4.2 mesh formats and thus requires Godot 4.2+.

Collision 102
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Building a City Driving Game with the Untold Engine - Part I

Harold Serrano

I then wrote a simple script to export the control points into an array that the Untold Engine can use as waypoints. Such mechanics would be perfect for testing the collision system, which I have yet to develop. That way, my kids do not have to worry about driving, and just enjoy the game as the car speeds throughout the city.

Engine 64
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Dev snapshot: Godot 4.4 beta 4

Mircosoft Game Dev

3D: Fix collision reposition with CSGShape3D ( GH-102286 ). GDScript: Fix Plugin Scripts load twice on startup ( GH-102535 ). Physics: Jolt: Fix ghost collision issue on dense triangle meshes ( GH-102614 ). This section covers the most relevant changes made since the beta 3 snapshot , which are largely regression fixes.

Beta 73
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Collision Callbacks not triggering

Cocos

Hi, i’m relatively new on Cocos Creator, but i hope i can help you because i’m working on collision from a while me too. Add your component a script where you need to declare these as follows. See at this example: After that create all other elements with a rigidBody and a shape collider.

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Prefabs with polygonCollider returning wrong collision normal

Cocos

null) { console.log(z.getWorldManifold()); this.socket.send(“Collision”, { collisionVecs: { x: z.getWorldManifold().normal.x, Because of this, the impulse I am applying on them at contact point is in same direction which is making them move in same direction after collision. y: z.getWorldManifold().normal.y,

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Prefabs with polygonCollider returning wrong collision normal

Cocos

we will solve this problem in the following issue github.com/cocos/cocos-engine Prefabs with polygonCollider returning wrong collision normal opened 02:02AM - 26 Jun 23 UTC lealzhan [link] … lision-normal/58972 Hello guys, I am working on multiplayer platformer game using colyseus. y: z.getWorldManifold().normal.y,

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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

GH-94783 ) Change NavigationMesh to also parse collision shapes by default. This is part of an effort to encourage users to use collision shapes for NavigationMesh instead of visual meshes as collision shapes are much simpler and thus more efficient for Navigation. ( GH-95013 ) XR: Disable hand tracking by default.

Beta 106