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ThrowOut

An asset by tomsart
The page banner background of a mountain and forest
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tomsart
ThrowOut

Using physics in the editor, scatter lots of instances from a MeshLibrary that contains both meshes and colliders.You can convert spawned RigidBody3D objects to MeshIntance3D, MultiMeshInstance3D, or StaticBody3D instances.

Supported Engine Version
4.2
Version String
1.0.0
License Version
MIT
Support Level
community
Modified Date
1 year ago
Git URL
Issue URL

ThrowOut

Version 1.0, for Godot 4.2.

Using physics in the editor, scatter lots of instances from a MeshLibrary that contains both meshes and colliders.

Using

README Screenshot

Copy addons/throwout to your project, and activate in Project -> Project Settings -> Plugins

Now in a scene, add a ThrowOut node. With that node selected, there are some settings in the Inspector options for this node, and a separate menu just above the viewport for some actions you can do, once you have spawned some objects.

You can convert spawned RigidBody3D objects to MeshIntance3D, MultiMeshInstance3D, or StaticBody3D instances, via that menu.

If physics is going nuts, or you want it to go nuts, you can turn it on and off via that menu.

Change brush size by holding down control and dragging with the mouse. The ring will turn yellow while you are changing size. Alternately, you can change brush size and drop height in the Inspector options for the ThrowOut node.

Demo

The demo scene at addons/throwout/demo/throw_out_demo.tscn has a node with a sample MeshLibrary all set up. Open that after installing the addon, drag on something, and stuff will drop!

TODO

  • Undo/Redo
  • Directional spout mode

Using physics in the editor, scatter lots of instances from a MeshLibrary that contains both meshes and colliders.You can convert spawned RigidBody3D objects to MeshIntance3D, MultiMeshInstance3D, or StaticBody3D instances.

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Quick Information

0 ratings
ThrowOut icon image
tomsart
ThrowOut

Using physics in the editor, scatter lots of instances from a MeshLibrary that contains both meshes and colliders.You can convert spawned RigidBody3D objects to MeshIntance3D, MultiMeshInstance3D, or StaticBody3D instances.

Supported Engine Version
4.2
Version String
1.0.0
License Version
MIT
Support Level
community
Modified Date
1 year ago
Git URL
Issue URL

Open Source

Released under the AGPLv3 license

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