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...never use a very detailed visual mesh, as parsing its shape to data arrays and voxelizing it for the navigation mesh baking will take...
...never use a very detailed visual mesh, as parsing its shape to data arrays and voxelizing it for the navigation mesh baking will take...
...The entire navigation mesh baking is best done in a separate thread as the voxelization, collision tests and mesh optimization steps involved are very...
...The entire navigation mesh baking is best done in a separate thread as the voxelization, collision tests and mesh optimization steps involved are very...
...The data for those graphs is sourced from the engine's Performance singleton.
Since Godot 4.0, you can declare custom values to be...
Since Godot 4.0, you can declare custom values to be...
...The data for those graphs is sourced from the engine's Performance singleton.
Since Godot 4.0, you can declare custom values to be...
Since Godot 4.0, you can declare custom values to be...
...What can the engine do?
Godot was initially developed in-house by an Argentinian game studio. Its development started in 2001, and the engine...
Godot was initially developed in-house by an Argentinian game studio. Its development started in 2001, and the engine...
...What can the engine do?
Godot was initially developed in-house by an Argentinian game studio. Its development started in 2001, and the engine...
Godot was initially developed in-house by an Argentinian game studio. Its development started in 2001, and the engine...
...Navigation works independently from other engine parts like rendering or physics. Navigation meshes are the only things considered when doing pathfinding, e.g. visuals...
...Navigation works independently from other engine parts like rendering or physics. Navigation meshes are the only things considered when doing pathfinding, e.g. visuals...