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...Using GridMaps
Introduction
Gridmaps are a tool for creating 3D game levels, similar to the way TileMap works in 2D. You start with a...
Introduction
Gridmaps are a tool for creating 3D game levels, similar to the way TileMap works in 2D. You start with a...
Using TileSets
Introduction
A tilemap is a grid of tiles used to create a game's layout. There are several benefits to using TileMapLayer...
Introduction
A tilemap is a grid of tiles used to create a game's layout. There are several benefits to using TileMapLayer...
...You can rotate any tile while placing it in the TileMap editor by using the rotation/flip buttons in the TileMap editor toolbar.
To...
To...
...ParsedGeometryType PARSED_GEOMETRY_STATIC_COLLIDERS = 1
Parses StaticBody2D and TileMap colliders as obstruction geometry. The collider should be in any of the layers specified by parsed_collision_mask.
ParsedGeometryType...
Parses StaticBody2D and TileMap colliders as obstruction geometry. The collider should be in any of the layers specified by parsed_collision_mask.
ParsedGeometryType...
...ParsedGeometryType PARSED_GEOMETRY_STATIC_COLLIDERS = 1
Parses StaticBody2D and TileMap colliders as obstruction geometry. The collider should be in any of the layers specified by parsed_collision_mask.
ParsedGeometryType...
Parses StaticBody2D and TileMap colliders as obstruction geometry. The collider should be in any of the layers specified by parsed_collision_mask.
ParsedGeometryType...
...Should be used directly with TileMap to flip placed tiles by altering their alternative IDs.
var alternate_id = $TileMap.get_cell_alternative_tile(0, Vector2i(2, 2))
if...
var alternate_id = $TileMap.get_cell_alternative_tile(0, Vector2i(2, 2))
if...
...Change the SamplePartitionType
from watershed to monotone or layers to gain baking performance.
Warning
NEVER scale source geometry with nodes to avoid precision errors...
from watershed to monotone or layers to gain baking performance.
Warning
NEVER scale source geometry with nodes to avoid precision errors...
...Change the SamplePartitionType
from watershed to monotone or layers to gain baking performance.
Warning
NEVER scale source geometry with nodes to avoid precision errors...
from watershed to monotone or layers to gain baking performance.
Warning
NEVER scale source geometry with nodes to avoid precision errors...
...To match Godot's general-purpose nature with the batching preferences of GPUs, Godot features an intermediate layer which can automatically group together primitives...
...Parallax layers.
Pseudo-3D support including preview in the editor.
2D lighting with normal maps and specular maps.
Point (omni/spot) and directional 2D...
Pseudo-3D support including preview in the editor.
2D lighting with normal maps and specular maps.
Point (omni/spot) and directional 2D...