article thumbnail

Unity Bolt Tutorial: How to Add Triggers & Switches

SOVEREIGN MOON

Oftentimes you’ll want your trigger to be invisible, and if you want your trigger to be invisible, you can just turn off the mesh renderer of the object here, and that will remove the mesh of the cube. So now, when I play my game, I can walk through the object. Step 5: Target the Character Tag.

Code 52
article thumbnail

Godot Visual Scripting Tutorial For Absolute Beginners

SOVEREIGN MOON

To do this simply click on this “+” icon to create a new node and then search for “mesh instance”. Next, with the plane object selected, look over in the inspector tab and change the “mesh” property from empty to “NewPlaneMesh”. Click on this + icon to create a new mesh instance and then click “create”. Next, click “create”.

Insiders

Sign Up for our Newsletter

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

article thumbnail

The Kristala Dev Blog - Issue #31

Astral Clock Tower Studios

With revamped weapons well underway thanks to James, another of our talented artists, Amanda, worked on revising the concept for an important merchant NPC that will help you score all the wares and goods you need to complete your Raksaka Proving. How did they get here then, you might ask?

Dev 52
article thumbnail

The Kristala Dev Blog - Issue #28

Astral Clock Tower Studios

One such creature featured in Kristala is a sweet and gentle Hemani named Cloudette, an NPC you'll encounter in a unique level area called The Hermitage. The last concept we were able to cross off our list this sprint is a character concept featuring a jolly and loveable Ana NPC named Neil of Nisarga.

Dev 52
article thumbnail

The Kristala Dev Blog - Issue #30

Astral Clock Tower Studios

Although we liked the idea of the original lamp posts, they didn't quite mesh well with the remote and run-down vibe of the Dalamase. Because the level is meant to be dark and moody, we knew we needed to place various light sources throughout to allow players to not only see where they're going, but to see properly during combat too.

Dev 52