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Quick Information
Provides a visual barrier at a constant 4km from the world origin in the Godot engine.* FloatBarrier.tscn provides an outward-facing barrier. In a nutshell, if you designed your game correctly, keeping things within 32-bit floating precision limitations, then you should never see this. You can ship this in your game and ideally nobody would ever notice.* FloatBarrierInv.tscn provides an inward-facing barrier. This one is more meant as a visual aid, to help level designers avoid going out too far.Because the root node is a Node and not a Spatial, you don't have to worry about parenting. The barrier will always be 4km from the global world origin.
GodotFloatBarrier
Provides a visual barrier at a constant 4km from the world origin in the Godot engine.
FloatBarrier.tscn provides an outward-facing barrier. In a nutshell, if you designed your game correctly, keeping things within 32-bit floating precision limitations, then you should never see this. You can ship this in your game and ideally nobody would ever notice.
FloatBarrierInv.tscn provides an inward-facing barrier. This one is more meant as a visual aid, to help level designers avoid going out too far.
Because the root node is a Node and not a Spatial, you don't have to worry about parenting. The barrier will always be 4km from the global world origin.
Provides a visual barrier at a constant 4km from the world origin in the Godot engine.
* FloatBarrier.tscn provides an outward-facing barrier. In a nutshell, if you designed your game correctly, keeping things within 32-bit floating precision limitations, then you should never see this. You can ship this in your game and ideally nobody would ever notice.
* FloatBarrierInv.tscn provides an inward-facing barrier. This one is more meant as a visual aid, to help level designers avoid going out too far.
Because the root node is a Node and not a Spatial, you don't have to worry about parenting. The barrier will always be 4km from the global world origin.
Reviews
Quick Information
Provides a visual barrier at a constant 4km from the world origin in the Godot engine.* FloatBarrier.tscn provides an outward-facing barrier. In a nutshell, if you designed your game correctly, keeping things within 32-bit floating precision limitations, then you should never see this. You can ship this in your game and ideally nobody would ever notice.* FloatBarrierInv.tscn provides an inward-facing barrier. This one is more meant as a visual aid, to help level designers avoid going out too far.Because the root node is a Node and not a Spatial, you don't have to worry about parenting. The barrier will always be 4km from the global world origin.